[rewritten review with a few corrections]
UNCHARTED WORLDS is a generic science fiction game based on the Apocalypse World rules engine, and does a good job of explaining these rules.
Players define what their characters want to do, and these intentions are analytically classified into specific Moves. Players then roll 2d6 plus a Stat for each kind of Move. Rolls of 10+ succeed outright and definitely, but rolls of 7-9 succeed with some kind of cost or consequence. Players pick an Origin and two Careers for their character which grant the character various Skills, which define or enhance the 2d6+Stat roll. The Game Master presents the setting and story as usual, but must decide on the complications and setbacks, presents foreshadowings, and decides how unsolved problems get worse. The Game Master NEVER ROLLS DICE THEMSELVES. The Game Master is also encouraged to write games with elements that remain undefined, and turns these questions over to the players.
The way the rules are structured, the dice-rolling and Stat/Skill adds resembles Traveller on the front-end but the outcomes are non-numerical and reminiscent of Fate rules. The Game Master decides the meaning of "successes at a cost" and on occasion flips a question back to the players. Damage, for living beings and machines, is on a five-tier system, where untended conditions may get worse and turn into permanent "Debilities" that affect ability.
On some good skill-rolls, the player may define something about the game that is absolutely true (and the GM must run with that), or can collect and spend Data Points that improve the roll on informative Moves by +1 each.
The rules have skills to cover both exploration of unknown planets and urban adventures with political intrigue. There are chapters for qualitatively described medical operations and healing, weapons and gear, vehicles, trade and Debt (players take note of fulfilling Debt but there is no credit-counting in this game), factions (wealthy and powerful groups which have the function of Patrons in Traveller), starships and starship combat, and a sample adventure illustrating the loose plot-style that allows player input.
There is no game setting or star system generation scheme detailled here, although Kickstarter backers were said to have received additional material about planets and factions.
The author is fond of slipping in movie-quotes in the text, so I say to him, "A beginning is a delicate time." --Princess Irulan, DUNE. I encourage him to develop more adventures or material to demonstrate the game and bring out the strong points of the system.
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