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Star Traders

#673BGG ↗

1987 · 2-6 players · 120min · weight 2.30 · 220 ratings

v2 v3 v4 wide v4 deep

BGG raw

ID
673
Name
Star Traders
Year
1987
Rank
11288
Min players
2
Max players
6
Playing time
120
Min playtime
120
Max playtime
120
Avg weight
2.3043
Num weights
23
Bayes avg
5.57006
Average
6.33932
Users rated
220
Num owned
504
Wanting
16
Wishing
55
Num comments
94
Fetched at
Wed Apr 29 2026 05:34:56 GMT+0000 (Coordinated Universal Time)
Mechanisms (3)
Dice RollingPick-up and DeliverVariable Player Powers
Categories (2)
EconomicScience Fiction
Description (1787 chars)

from user review: Each player assumes the role of a intra-galactic merchant, traveling from planet to planet in a future where wars are unheard of and "Traders" are the heroes of the cosmos. The board shows 36 planets: six clustered together in the center of the board, six more in each of five arms of the galaxy. Planets are connected by "jump lines": you can jump to an adjacent planet on an orange line, to a planet halfway down a galaxy arm on a purple line, and from one galaxy arm to another via green lines. The length of the jump line also indicates the difficulty of the jump, so to successfully complete an "orange' jump you must roll a 2 or better on a single die, a purple jump requires a 4 or better, and the green jumps necessitate a 6. As the players scurry about the galaxy, they can pick up and deliver cargoes, which pay both in money and in "Prestige." These "contracts" vary throughout the game, and only one player can fulfill any given contract. This isn't to say that multiple players can't pick up the named cargo, though. But only the first player to arrive at the contract's destination gets the payoff for a contract; everyone else with the cargo is now just stuck with unwanted junk, and may have to pay a penalty to dump it. Players can also build bases on the various planets as they move around. Building bases earns the players Prestige, and when a player tries to make a jump to a planet with a base, the jump is an automatic success if the player has the owner's permission. Traders obviously have permission to jump to their own bases, but if they want to jump to an opponent's, they will probably have to pay a fee. And since only one player can have a base on any given planet, bases rapidly become lucrative investments. Microbadge available:

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).

LLM v4 wide (controlled-vocab primitives)

Not yet enriched at v4 (wide pass).

LLM v4 deep (archetype fit)

Not in the v4 deep-pass top-20% slice.