![]() In a game about empires, individuals don't exist. The Klingons, by contrast, have attack bonuses and are forbidden from retreating in battle. The Federation, for instance, is banned from invading planets or from colonizing primitive worlds instead, it uses the "soft power" of its cultural hegemony to convince planets to join up willingly. In addition, while each civilization has identical actions (build ships, invade planets, etc.), each one also has bonuses that alter the strategic calculus. Not only do the planets change from game to game, but the very shape of the galaxy's layout and connections differs every time out. The result feels truly exploratory, especially over the first 45 minutes to an hour, when empires may not yet be in contact. (Aggressive action automatically breaks trade deals.) ![]() This risk/reward dynamic shapes gameplay calculations throughout, offering rewards both for domination and for trade, but preventing them from being earned at the same time. But empires that make contact also gain the huge advantage of trade with one another, providing more resources to both on every turn. Keeping your empire insular may feel wise, as contact with others opens the way to invasion and conquest. That growth is shaped by each player, since space lanes can extend out in any direction from existing planets, and they can eventually connect to the web of planets explored by one of your opponents. In each game, then, your particular empire begins independently and grows organically. Cards determine each system's level of existing civilization, which can vary from "none" to "pre-warp" to advanced "warp-capable," which are difficult to subdue. ![]() So grab your bat'leth let's venture out into uncharted space together.Įach planet is different some house dangerous "hazards," while others are lush spots with plenty of room to build a civilization. Ascendancy's unusual galaxy-building mechanism makes it one of the few games that offers players true control over the exploration and development of their empires, and that leads to a unique-and long-experience. This is a terrific title-though it's not a "board game" at all. And now that we've had a chance to put its starships through their paces, we agree. One of the hot titles at this year's huge Gen Con gaming convention in Indianapolis, Ascendancy has built buzz by producing a solid civ-building board game set in the Star Trek universe. Planets will be conquered. Homeworlds will be threatened. In the game, you build an empire-then bump into others. Star Trek: Ascendancy is the new $100 board game from Gale Force Nine, and it's all about Big Conflicts. Check out our complete board gaming coverage at .ĭid you like the Star Trek episodes that focused on local problems, such as annoying space amoeba threatening Potemkin IV? Or those episodes featuring a broader "clash of civilizations" between the Federation, the Klingons, and/or the Romulans? Welcome to Ars Cardboard, our weekend look at tabletop games.
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