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Star Trek: Ascendancy» Forums » Rules

Subject: Star Trek: Ascendancy - Rules Reference Guide rss

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Hey guys,

Ascendancy needs an Index(Rules Reference Guide), so I decided to make one.

I've been working on this little project for a while and it's pretty much done. Still needs a little polish, but it's almost there.

If you have the time to read it through, please check it for mistakes.

If you think an important rule was left out and needs to be referenced, at least with a page number, let me know.

When the Index(Rules Reference Guide) is 100% done, I'm going to save it as a nice PDF for the community to use.



--------------------------------------
Adjacent

Sectors right next to each other are Adjacent. Space Combat usually, but not always, takes place between Adjacent Sectors.

Advancements

When enough Research Tokens have been committed to finish a Project, it becomes a usable Advancement.

If applicable, a completed Advancement's Special Rules may be used immediately.

Each Advancement has a Type listed on the card, like Espionage or Military. Some Advancement rules only affect certain types of Advancements.

Advancements may become Exhausted. Exhausted Advancements may not be used in any way and will be Refreshed during the Recharge Stage at the end of the Game Round.

Some Advancements picture Warp Tokens on the card. When completed, in addition to their Special Rules, these Advancements increase the Warp Speed of a player's Ships. For details on Warp Movement, see pg. 11 of the Rulebook.

Some Advancements picture a Command Token. These Advancements immediately increase the players Command Tokens by one. New Command tokens enter play Exhausted.

There are some Romulan Advancements which picture a Culture Token. When a Romulan player completes these, he takes a Culture Token.

See: pg. 9, pg. 11, Rulebook

Brave the Hazard

See: pg.* Hazardous Systems

Building Phase

See: pg. 8 of the Rulebook

Capacity

The potential of a System to hold Resource Nodes. Systems can hold between one and three Nodes.

Command Advancements

See: pg.1, Advancements & pg. 9, Rulebook

Command Tokens


Each player starts with 5 Command Tokens. Command Tokens should be placed face up where all the players can see them. The Exhausted side indicates that the Command has been used.

Each Starbase under Control increases Commands by 1.

Completing an Advancement which pictures a Command Token also increases Commands by 1.

Any time a Command is gained, it enters play Exhausted.

Contest

If a Sector contains more than one Player's Ships, it is Contested.

Control

Control Nodes mark which player Controls a System.

Control of a System is achieved through Colonization, Invasion or Hegemony.

A player Controls a Starbase when he Controls the System it's in.
Developed

A Planetary System is Developed when it contains one or more Nodes. A System with no Nodes is considered Undeveloped. Starbases are not Nodes.

Execution Stage

The Execution Stage follows the Initiative Stage. It is made up of two phases, the Building Phase and the Command Phase. After the Execution Stage comes the Recharge Stage.

Game Round

Initiative Stage
Execution Stage
• Building Phase
• Command Phase
Recharge Stage

Exhausted

Cards or Tokens that are face-down are Exhausted. Exhausted cards and tokens cannot be used until they are Refreshed (flipped face-up). Warp Token bonuses pictured on cards do not increase the warp speed of ships when the card is Exhausted. All Exhausted cards and tokens are Refreshed in the Recharge Stage.

First Contact

A Civilization is considered to have made First Contact once their Home System is connected to another player's Home System via Space Lanes and Systems.

First Strike

In the first round of combat only, the attacker forces the defender to take casualties, before the defender rolls to hit back.

If both sides have First Strike, neither may use it. For example, Planetary Bombardment gives Klingons First Strike during Planetary Invasions, and Orbital Defence Grid gives Romulan Nodes First Strike. In this case, neither may use First Strike.

Fleets

A Fleet is a group of Ships that moves and fights together. Any rules that apply to Ships also apply to Fleets.

A player cannot have more fleets in play than he has Ascendancy Tokens. Fleets can only be formed at a Starbase or the player's native Home System.

During the Building Phase, a player building 3 or more ships in the same system, may group them into a fleet without spending a Command.
During the Command Phase, to form a fleet, a player must first exhaust a Command Token. Then ships are taken from the system and placed on a Fleet Card. A Fleet Marker representing that Fleet Card is placed back into the system from which the ships were taken.

When commissioning a fleet, any side of a Fleet Card may be chosen. To use the other side of a Fleet Card currently in use, that fleet must be disbanded and then re-commissioned using the other side of the card.
Fleets may be disbanded by removing all ships from the fleet card and placing them in the same sector as the fleet marker. The fleet marker is then removed.

A fleet is automatically disbanded if it contains less than three ships.
Fleets do not have to be at a Starbase or the Home system to add or remove ships. Ships in the same sector as the fleet may be added to it without Exhausting a Command, even if that Fleet is stationary. (gf9 in a thread) Adding or removing ships does not cost a command.

Ships may be added or removed from Fleets before or after a movement command but not during movement.

See: pg. 8, 22 Rulebook

Game Round

Star Trek: Ascendancy is played in a series of Rounds. Each Round consists of three Stages: Initiative, Execution and Recharge.

Game Round

Initiative Stage
Execution Stage
• Building Phase
• Command Phase
Recharge Stage

Hazardous Systems

Some Systems are marked with a Red Alert Warning. When Ships end their Movement in a Hazardous System, they must Brave the Hazard and see if they survive.

To Brave a Hazard, add the Ships Shield Modifier to the System's Hazard Level. The Rival to the right of the player Braving the Hazard rolls a die for each Ship. Every die roll that is equal to or higher than the Shield Modified Hazard Level destroys one Ship.

Related Topics: Phenomena

Hegemony

Two culture tokens are required for an attempt at Hegemony.

One is spent for the attempt, the other to take control if the attempt was successful. An attempt can be made against a Developed Planet (pre-warp civilizations are colonized). An attempt at Hegemony may be made if the sector is Occupied, i.e., the sector is not Contested.

To successfully take control of a planet through Hegemony, the player must score higher than the Resistance of the System. For example, a Resistance of 6 requires a score of 7+ for Hegemony to succeed.

To attempt Hegemony, the player exhausts a Command Token, spends a culture, then rolls a 1D6 adding his Ascendancy. If his score is higher than the Hegemony Resistance of the planet, he pays another Culture to take Control of the system by placing his Control Node on it.

Hegemony Resistance is calculated by adding the Rival's Ascendancy Level + the System's structures (all nodes and Starbases count as structures). For warp capable civs, the system's Hegemony Resistance is calculated by adding all the Structures and the Warp Capacity which are the warp tokens placed on the system.

Hegemony Roll = 1D6 + Ascendancy Level
Hegemony Resistance Roll = Nodes + Starbase + Ascendancy Level
Hegemony Resistance Roll = Nodes + Starbase + Warp Tokens
Success is scoring higher than Resistance.

Seizing Starbases and Research nodes through Hegemony is the same as taking control of them by Planetary Invasion. That is, the winning player gains a Command Token for taking the Starbase and a Project for each Research Node captured.

Related Topics: Developed, Occupy, Planetary Invasions, Starbases, Research Nodes

Home System

The System with which a Player begins the game. Fleets may only be Commissioned in the Home System or a System containing a Starbase.

Fleets may not be Commissioned in a captured Rival's Home System, only in a Player’s native Home System.

Hostile

Rivals and their Ships are considered Hostile when a player doesn't have a Trade Agreement with them.

Initiative Stage


Each Game Round begins with the Initiative Stage. The Initiative Stage is followed by the Execution Stage and the Recharge Stage.

The Initiative Stage is where players bid for turn order.

Turn Order Cards determine the turn order of Players. Until First Contact is made, Turn Order Cards will be passed out randomly.

At the beginning of each Initiative Stage, players who have made First Contact decide on the Resources they are going to commit during the Initiative bid.

Players who have not made First Contact are not part of the Initiative bid for Turn Order Cards. Turn Order cards remain face-up throughout the Initiative Stage.

Starting with the player who went first the previous Game Round, players commit Resources following the Turn Order Cards they hold.
Each player places a number of Resources on their Turn Order Card. Any Resource (Production, Research or Culture) can be used.

A player may not spend the same total number of Resources as another player who already bid.

A player may choose to bid zero Resources.
The player who spent the most chooses their Turn Order Card first. Players may choose any card they'd like.

The remaining Players who spent Resources, choose their Turn Order Cards in descending order, starting from who spent the most to who spent the least. All Resources spent are returned to the Supply.

Players who spent nothing or haven't made First Contact choose a random card from the remaining cards.

Movement

See: pg.11 of the Rulebook
Node

A Structure built on a Planet's surface. This includes Resource Nodes and Control Nodes. Starbases are not Nodes.

Occupy

A Sector is Occupied when only a single Player's ships are in that Sector.

Related Topics: Contested

Orbit

Any Ship present in a Planetary System is "in Orbit," whether or not the System contains other Players' Ships.

Peace

Players holding each other's Trade Agreements are considered to be at peace.

Being at Peace allows a Player to ask permission to move through and into Sectors containing that Rival's Ships. The Rival may agree to this movement or not, as they wish.

If a Rival denies access to their System, Players cannot reverse their course and take back the Movement used to get there. If traveling at Warp Speed, they must end their Movement in the Sector previous to the Rival.

Rival Ships do not block movement in Systems controlled by the Player.

Phenomena

When the System Disc is revealed to be a Phenomenon, a Research Token from the Supply is placed on that Phenomenon.

Exploration Cards are not drawn for Phenomena.

Ships discovering the Phenomenon or ending their movement on one must Brave the Hazard. If at least one Ship survives Braving the Hazard (see Hazardous Systems), the Phenomenon's Research Token is claimed. This Research Token may be placed on a Project or in the Reserves. If all Ships are destroyed while Braving the Hazard, the Research Token remains on the Phenomenon.

If a player has a Ship starting it's turn on a Phenomenon, he may spend a Command to Brave the Hazard without moving the ship.

During the Recharge Stage, a Research Token is placed on each Phenomenon that doesn't already have one. The first Player each Round to successfully Brave the Phenomenon's Hazard claims that Research Token.

Related Topics: Hazardous Systems, Brave the Hazard

Planetary Invasions

A player must Occupy a Developed System he does not Control in order to attempt a Planetary Invasion.

Invading a Planet Exhausts a Command Token.

Each Planetary Invasion consists of a number of Rounds of Combat in which both Players roll to Score Hits, take Casualties, then decide whether to Surrender, Retreat or keep fighting.

The Defender may choose to surrender immediately, even before the first Round of Combat. If the Defender Surrenders, the Attacker immediately gains Control of the Sector and the Invasion is over.

Warp-Capable Civilizations have 1-3 warp tokens to indicate their level of weapons and shields.

**Insert table**

Scoring Hits

The Attacker rolls a number of dice equal to the number of Ships they have in the System.

The Defender rolls a number of dice equal to the number of Nodes they have built on the planet (not Starbases, they only fight in Space Battles).

Every Hit scored by the Defender's Nodes destroys one of the Attacker's Ships.

The number of Hits Scored by the Attacker determines 1 of 3 possible results in a Planetary Invasion:

Successful Invasion

If the Attacker scores more Hits than the Defender has Nodes, the Attacker has invaded with overwhelming force.

Place the Attacker's Control Node on the System.

The Attacker must still take any Casualties caused by the Defender.

Collateral Damage

If the Attacker scores fewer Hits than the Defender has Nodes, the Attacker must choose a number of Resource Nodes to destroy equal to the number of Hits Scored. The Control Node is not destroyed.

Another Round of Combat is then fought, unless the Attacker chooses to Retreat or the Defender chooses to Surrender.

Total Annihilation

If the Attacker scores a number of Hits equal to the number of Nodes in the System, all the Nodes on the planet, including the Control Node, are destroyed.

The attack is over - neither the Attacker or Defender has won the Combat.

The System is now, for all intents and purposes, considered a Virgin World.

When a player takes Control of a System away from a Warp-Capable Civilization, discard the Warp Tokens.

• Even if all the Attacker's Ships are Destroyed, the Results of Invasions are the same, i.e. all the Attacker's Ships could be destroyed and still have a Successful Invasion.

• Invasions are a one-way affair; Nodes may not initiate an Attack against Ships Occupying their System.

Capturing Research Nodes, see Research Nodes pg. *
Capturing Starbases, see Starbases pg. *

Pre-Warp Civilizations

Pre-Warp Civilization cards show how many Resource Tokens are placed on the System, representing the System’s raw materials and a population ripe for exploitation. The first Player to Colonize the System takes those Resource Tokens from the System.

Projects

Each Civilization has a unique deck of Advancement Cards. An Advancement Card being researched is called an Active Project. Projects are placed beside a player's console in the Project Area.

During each Player's Building Phase, they may only add 1 Research Token to an Active Project. The amount of Research required to finish the Project is listed in the upper left of the card.

Once Research Tokens are committed to a Project, they cannot be moved off or taken back.

The maximum number of Projects a player may have is the number of Research Nodes he controls.

To launch a Project, a Command is spent to draw 2 cards. A player may always launch new projects, regardless of how many Active Projects he has.

If at any point in the game a player has more Projects than Research Nodes, he must discard Projects until that is no longer the case.
Discarded projects go to the bottom of the deck they are from.

For every intact Research Node taken over through invasion or Hegemony, the losing player must choose and hand over an Active Project to the Rival now in Control of the system. Research tokens on the card are discarded.

No Active Projects are handed over for destroyed Nodes.
Claimed Research Tokens from Phenomena can be placed on an Active Project to help speed it’s completion (see Phenomena).

Related Topics: Research Nodes, Phenomena, Rulebook pg. 9,
Recharge Stage

The Recharge Stage is the last Stage in a Game Round. It is preceded by the Initiative Stage and Execution Stage.

Game Round

Initiative Stage
Execution Stage
• Building Phase
• Command Phase
Recharge Stage

see pg.24 of the Rulebook for details

Research

Research Tokens are spent on Projects to gain Advancements, and on Weapons and shields to improve their performance in game.
Related Topics: Projects, Weapons and Shields, Advancements

Research Nodes

In the Recharge Stage, each Research Node generates a Research Token.
The number of Research Nodes a player controls is the maximum number of Active Projects he may have.

For every intact Research Node taken over through invasion or Hegemony, the losing player must choose and hand over an Active Project to the Rival now in Control of the system. Research tokens on the card are discarded. No Active Projects are handed over for destroyed Nodes.

Related Topics: Projects

Refresh

Flipping an Exhausted (face-down) game piece face up is called Refreshing it. All Exhausted cards and tokens are Refreshed in the Recharge Stage.

Re-roll

A die may be Re-rolled multiple times, but only once per rule.

Reserves

Reserves are the Resources on a Player's Command Console that have not yet been spent.

Resources

Production, Research and Culture Tokens are Resources. Ships, Nodes, and Ascendancy Tokens are not Resources.

Rival

Every player is considered a Rival to his fellows.
Rival ships do not block movement in systems controlled by the Player.

Sector

Any spot on the board in which a Ship can be placed. A System Disc counts as a single Sector, Space Lanes are divided into 2, 3, or 4 separate Sectors.

Shields

See: Weapons and Shields or pg.10 of the Rulebook

Space Battles

A player may initiate a Space Battle with Rival Ships in an adjacent Sector, or in a Sector where both players have Ships. If the attacker has Ships in more than one Adjacent Sector, they may all join the battle.

Initiating a Space Battle Exhausts a Command Token. The player who initiates the Battle is the Attacker.

Each Space Battle consists of a number of Rounds of Combat in which both players roll to score Hits, take Casualties, then decide whether to Retreat or keep fighting. If none of the players involved choose to Retreat (or are unable to Retreat), another Round of Combat begins without Exhausting any additional Commands.

Scoring Hits

The Attacker and Defender roll a number of dice equal to the number of Ships they each have participating in the battle.

If any side has a Starbase in system, they receive +1 attack die, however, Starbases may not fight on their own.

Taking Casualties

Every Hit destroys a Rival Ship. Both players Roll to Hit and then take Casualties simultaneously. If there is a choice of where casualties are going to be taken, the player who inflicted the Hits chooses how to allocate the Hits.

Retreats

After Taking Casualties, starting with the Attacker, players decide whether or not to Retreat. Retreats are made at Impulse Speed. Retreats must be made through existing Space Lanes; new Space Lanes may not be placed with a Retreat Move. All Ships must move and end their Retreat in the same Sector. Ships unable to move because Rival Ships are blocking the Space Lanes may not Retreat.

Winning a Space Battle

The player who destroys all their Rival's Ships or forces them to Retreat wins the Space Battle. The winning Player may make a Tactical Maneuver with some, or all, of their Ships after the Space Battle is over. Tactical Maneuvers are a Move made at Impulse Speed and do not Exhaust a Command. All the winner's Ships which move must use existing Space Lanes and end up in the same Sector.

Battles With More Than Two Players

There will only ever be one Attacker, but it's possible for there to be more than one Defender. In Space Battles with more than two Defenders, the Attacker must decide how they are dividing their dice between the Defenders before Rolling to Hit. All the Defenders' Hits are directed to the Attacker.

The Defenders choose separately whether or not to Retreat after each Round of Combat. The Battle is over when all the Defenders are eliminated or routed, or the Attacker is eliminated or routed.

Note: Normally Space Battles take place between Adjacent Sectors, but they can also take place between Rivals in the same Sector. For example, this can happen if two Civilizations had a Trade Agreement which was broken, a Cloaking Device was used or a player built Ships in a System Occupied by a Rival.

Starbases

Starbases are Commissioned by Exhausting a Command Token. Starbases can only be placed in Systems a player Controls.

A Player may only Commission one Starbase per Ascendancy Level achieved, yet control any number of Starbases.

Newly Commissioned Starbases, or newly captured Starbases, grant the player a Command Token which immediately enters play Exhausted. When a Starbase is captured, only the controlling Player's special rules which affect Starbases apply.

When a Starbase is lost, the losing Player gives the capturing Player one of his Command Tokens. If no player controls a Starbase (from a total annihilation result for example), the Player who lost the Starbase places one of his Command Tokens beside the Starbase. It remains there until the Starbase is captured and then that command token is given to the capturing player.

Starbases stay in play the entire game and are not removed or destroyed.
There can only be one Starbase per System.

Fleets can be formed at Starbases.

Starbases grant:

+1 command token to the faction controlling the Starbase
+1 hegemony resistance to that system (counts as a structure when counting nodes)
+1 to Attack Die in space combat (however, they cannot fight on their own)

Related Topics: Fleets, Hegemony

Structure

Each physical item built in a System is considered a Structure. Resource Nodes, Control Nodes and Starbases are all Structures.

Supply

The shared Resource Nodes and Tokens which have not been built or earned by the Players. The Supply is unlimited.

Trade Agreements

Trade Agreements only produce Resources when they are received from another player. During the Recharge Stage, players take the Resources pictured on the Trade Agreements they have received.

To give or receive a Trade Agreement, a player must have a Ship or Control Node Adjacent to, or in the same Sector as, a rival's Ship or Control Node.

A player may give or receive a trade agreement at any time.
Once a player has given their Rival his Trade Agreement, he may exchange it for another Trade Agreement Card regardless of Ships' positions at any time.

A player may only hold one Trade Agreement at a time from each Rival.

A player may revoke a Trade Agreement at any time, for any reason.

If a player attacks a Rival whose Trade Agreement he holds, he must return their Trade Agreement. Once a Combat has begun, participants can't exchange Trade Agreements until the Combat is over.

Players not holding each other's Trade Agreements are considered to be Hostile.

Players holding each other's Trade Agreements are considered to be at Peace.

Being at Peace allows a player to ask permission to move through and into Sectors containing that Rival's Ships. The Rival may agree or not, as they wish.

If a Rival denies access to their System, players cannot reverse their course and take back the Movement used to get there. If traveling at Warp Speed, they must end their Movement in the Sector previous to the Rival.

Rival ships do not block movement in systems controlled by the player.

Turn Order

See: Initiative Stage

Warp-Capable Civilizations

Warp-Capable Civilization cards require a number of Warp Tokens equal to the Civilization to be placed on the System.

Each Warp-Capable Civilization card will also require a number of Nodes to be developed.

The order of developing Nodes is Production, Research, Culture, up to the number listed on the card. Priority must be given to this order.

If for example, there is planet with 1 production, 1 research and 1 open node, the order of production would be 1 production, 1 production,1 research.

Tech Levels

The more Warp Tokens, the better that Civilizations’ Weapons and Shields are.

*insert table pg 20*

Warp Tokens are discarded when a player takes Control of the System.

See: pg. 16, 20 Rulebook

Warp Token Advancements

See: Advancements & pg 9 of the Rulebook

Weapons and Shields

In addition to committing Research Tokens to Projects, players may also spend Research to improve their Weapons and Shields.

The cost to upgrade Weapons and Shields is listed on the Command Console, directly across from the current Weapons and Shields Levels.

Unlike Advancement Projects, upgrading Weapons and Shields is a single, one-time cost. Upgrading Weapons and Shields is done in the Building Phase.

Weapons Level determines the roll need on a 1D6 to score a hit in combat. Players must roll equal to or higher than their weapons level to score a hit. Weapons level 4 means a 4+ is needed.

A Rival's shield Modifier is added to a roll, making it more difficult to hit. A Shields Level of 2 means +2 is added to the hit roll, so a 4+ becomes a 6+.

Related Topics: Space Battles, Planetary Invasions

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Grish
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Re: Star Trek: Ascendancy INDEX
I put up the PDF, you can download the Rules Reference Guide here

https://boardgamegeek.com/filepage/139580/star-trek-ascenden...
 
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Jon Snow
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Re: Star Trek: Ascendancy INDEX
This is not an Index. An "Index" lists terms and refers you to their pages in the rules for ease of locating what the rules say about them. This is an Explanation of Game Terms. Which is a fine thing in itself; but an Index its not. Its an expansion of the section "Key Game Terms" on Page 5.
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Re: Star Trek: Ascendancy INDEX
chas59 wrote:
This is not an Index.


Lol, you are so right. It originally started as an Index and then morphed. I just kept calling it that because of the filename.

Ah well, can't change the thread title.

I guess this is more of a Rules Reference Guide to be more precise. Silly of me that my brain didn't register the difference.
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Jeffrey Spenner
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Re: Star Trek: Ascendancy INDEX
Adding page number references would make it the Best of Both Worlds. Heh heh, see what I did there?
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Martin Gallo
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Re: Star Trek: Ascendancy INDEX
R2EQ wrote:
Ah well, can't change the thread title.
Actualy, you can. Just edit the first post and voila!
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Jon Snow
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Re: Star Trek: Ascendancy INDEX
goo If my Table of Contents will help, you'll find it in the Files section.
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Brad Gravett
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Re: Star Trek: Ascendancy INDEX
R2EQ wrote:
I guess this is more of a Rules Reference Guide to be more precise.

As a Fantasy Flight fan, I approve cool
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Guðmundur Skallagrímson
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Re: Star Trek: Ascendancy: Rules Reference Guide
Very exhaustive list, sometimes it helps to have these listed alphabetically when reference is required.

I did notice under Starbases that you indicate starbases give +1 to hit during space battles, when that should read +1 die to hit during space battles.

Good job again on putting in the work for this guide.
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Re: Star Trek: Ascendancy: Rules Reference Guide
guthmundur wrote:
Very exhaustive list, sometimes it helps to have these listed alphabetically when reference is required.


Isn't it already alphabetized?

Quote:
under Starbases that you indicate starbases give +1 to hit during space battles, when that should read +1 die to hit during space battles.


Nice catch. Corrected.
 
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Guðmundur Skallagrímson
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Re: Star Trek: Ascendancy: Rules Reference Guide
R2EQ wrote:


Isn't it already alphabetized?


That's what I was saying. It's nice to have your list as an alphabetized reference in addition to the rulebook which is not.
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Re: Star Trek: Ascendancy: Rules Reference Guide
Excellent work. Very thorough.
 
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James J

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Re: Star Trek: Ascendancy: Rules Reference Guide
One correction under Planetary Invasions: Total Annihilation only occurs when hits equal nodes (right now it says "equal or greater").

Helpful list. Thanks for compiling it!
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Re: Star Trek: Ascendancy: Rules Reference Guide
japester1 wrote:
One correction under Planetary Invasions: Total Annihilation only occurs when hits equal nodes (right now it says "equal or greater").


Perfect! It's now corrected.

Thanks for taking the time and reading through the post.





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Re: Star Trek: Ascendancy: Rules Reference Guide
This is great.

I believe I have found a small issue with your Hegemony description.

Under Hegemony, you appear to describe the process correctly, buy your formulas use the term "Resistance Roll". This may confuse people as it suggests they should roll for resistance. If I understand the rules correctly, only the player attempting the hegemony rolls a single die. The defender only has a hegemony resistance value, and can only cross their fingers that their opponents die roll is equal or lower.

you wrote:
Hegemony Roll = 1D6 + Ascendancy Level
Resistance Roll = Nodes + Starbase + Ascendancy Level
Resistance Roll = Nodes + Starbase + Warp Tokens
Success is scoring higher than Resistance.

I suggest:
Hegemony Roll = 1D6 + Ascendancy Level
Hegemony Resistance = Nodes + Starbase + Ascendancy Level
Hegemony Resistance = Nodes + Starbase + Warp Tokens
Success is scoring higher than Resistance.

Edit:
Also, your section titled Reserves is using its cloaking device, please deploy the sensor grid.
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Re: Star Trek: Ascendancy: Rules Reference Guide
kcrandall15 wrote:


I suggest:
Hegemony Roll = 1D6 + Ascendancy Level
Hegemony Resistance = Nodes + Starbase + Ascendancy Level
Hegemony Resistance = Nodes + Starbase + Warp Tokens
Success is scoring higher than Resistance.


Good suggestion, it definitely makes things clearer. I changed it, thank you.

Quote:
Also, your section titled Reserves is using its cloaking device, please deploy the sensor grid.


I'm sorry, maybe I'm dense, but I don't quite follow what you're saying.

 
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Re: Star Trek: Ascendancy: Rules Reference Guide
Sorry about that, I was trying to be humorous.

Look at the Reserves section between Re-Roll and Resources. The Reserves title isn't bold, so it looks like its part of Re-Roll instead of its own section.
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Re: Star Trek: Ascendancy: Rules Reference Guide
kcrandall15 wrote:
Sorry about that, I was trying to be humorous.

Look at the Reserves section between Re-Roll and Resources. The Reserves title isn't bold, so it looks like its part of Re-Roll instead of its own section.


Ha, you know I scanned the document looking for "reserves" and didn't see it! Then I got confused. Thanks for pointing it out. I will correct it.
 
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I put up the PDF, you can download the Rules Reference Guide here

https://boardgamegeek.com/filepage/139580/star-trek-ascenden...

If anyone has suggestions on how to make it better, or if there are any mistakes, let me know.

I hope it helps speed up play as a quick reference.
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