We kicked off what I've dubbed "fantasy and sci-fi"month. It was originally "fantasy" month but I wanted to include Captain's Chair so I had to expand out from fantasy. Is there another sci-fi game in the playlist for the month you may ask. No. It's still basically "fantasy" month, just with Captain's Chair. So Captain's Chair was new to us while Heroes of Tenefyr was a replay to see if we wanted to keep it in the collection.
We own Inperium Horizons but have yet to play it so the system in Captain's Chair was new to us. Perhaps we're slightly better prepared to play Imperium Horizons now. We'll find out later this year. As for the theme, my wife is a big Trek fan while I've seen very little of any of the shows. For our first play, we played the solo cadet mode, no bot, just learning Picard's deck. I think, given the variation in captains and their decks, that this is a good way to get comfortable with a new deck (and in our case to learn the general flow of the game). The game plays in phases and, in cadet mode, you're playing 11 total rounds. You are, as with pretty much all board games, trying to score as many points as you can. The Resupply phase allows you to activate any resupply operations on your deployed cards. The Control phase is when you can take control of locations you have at least three away teams and/or ships on and two more than your opponent. The Action phase is the heart of the game, when you use your three (or potentially more) actions to play cards and use activations on deployed cards. The Clean-Up phase is exactly what it sounds like. Scoring all happens at the end of the game when you add glory you've gained, points printed on cards you control, points based on your diplomacy, science, and military track multipliers for each card you control with multiplier scoring, and potentially points for your captain's mission (only on the advanced side of their board). Like many deck builders, this game wants you to modify your deck, set up card synergies, and combo together as many actions and activations a turn as you can. There's a lot to consider with each card you play, both short and long term. We had a great time with the game and really started to get the hang of it midway through. We enjoyed it so much that we've preorder the expansion and new standalone box and are looking at storage and component upgrade options.
Heroes of Tenefyr is a very straightforward deck builder/dungeon crawler with a fantasy theme. You start with a deck of 0 and 1 power cards and work your way through levels of the dungeon gaining defeated enemies as new, more powerful cards. As you clear dungeon levels, you gain additional rewards that often help you modify your deck or prepare for the next dungeon level. You can choose to face the dungeon boss at any point but they will be triggered after a certain number of dungeon exits. Defeating the boss is the only way to win the game. We started out feeling really good about our chances. We were cruising through the early dungeon levels, until we weren't. A lot of enemies have special powers that make your life harder: reducing your power, increasing their power, reducing your card draw, adding more cards to the dungeon level, and so on. We got to the highest levels and were running into lots of negative cards that forced us into the boss fight that we promptly lost on the first phase. I honestly didn't think we'd keep this game but the push your luck element coupled with just enough interesting deck building choices means it will be sticking around, at least until we need the space.