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Star Trek: Ascendancy» Forums » Variants

Subject: Shorter Game Variants rss

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Mike Lee
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I read the shorter game variants in the rule book and saw that making ascendancy tokens worth 4 instead of 5 culture tokens was one option.

Has anyone experimented with making supremacy easier as well? If supremacy victory could be achieved by only controlling one other opponents home system, that would also potentially lead to shorter games as well.

That said, would it mess too much with game balance?
 
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Nova Cat
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Reducing ascendancy cost to 4 is a 20% reduction, but only needing one rival's homeworld is a 50% reduction! That's a much bigger difference, and can be done all in one turn with no warning.
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Mike Lee
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What about changing the victory condition so that you must control 2 home systems for an entire turn? So you would need to take the system first, then hold and defend it for one full turn.
 
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Alex Almond
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It would make the game risky to early snatches.

Want a quicker game? Use some of the accelerated rules in the book.

I'd recommend extra starting resources. (8P,6R,4C)

Ascension only cost 4 instead of 5.

Plus 3 simultaneous turns with the additional rule that you place planets more than 50%(ish obviously) of the distance to a rival homeworld.

Should take about 10 min, and the rest of the game shouldn't last more than another 6 rounds.
 
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Angelus Seniores
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i think a better quickstart is to setup the game by allowing each player to already place/connect/colonize 2 planets to their homeworld with fully developed resource nodes, perhaps even allow placing 1 starbase as well as to have an extra command each turn.

as such, each player starting with 3 controlled planets instead of 1 you can jump right into meaningful action and avoid the initial risk of randomness that can greatly slow down an unlucky player.
you can also start several research projects on turn 1 which ensures more useful tech will be available in the game.

in a standard game, its the opening turns that tend to be a slow crawl as you have little resource generation to build your powerbase, so avoiding these is the best way to go.

more starting resources do not ensure that you will find a planet to use it on and still requires some turns before you get a real benefit from it.

easier ascendancy tends to shorten the endgame, while that is the most interesting part of the game
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Kevin Lacey
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What about placing the home worlds closer together?

Would that cut down on play time?
 
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Mike Lee
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So we played with this variant and it worked! The game was certainly shorter. Having said that, for our next game we may try to make the game a little longer by changing the rule to: for each enemy home world you control at the end of a turn, gain one ascendancy.

 
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Igor Horvat
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Extra starting resources 8/6/4,
extra completed advancement,
extra started research,
non random research deck

should be more than enough to speed up the game.

 
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Bru Ticus
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How long does the game take with shorter rules? How long is setup & pack up?
 
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James J

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bruticus wrote:
How long does the game take with shorter rules? How long is setup & pack up?


I can't comment on the shorter game, but setup and breakdown isn't bad at all. Since you build the board as you play, the planets and lanes are just stacked to the side (there is some minor sorting of the planets in the standard game). Hand each player their board, technology deck, ships and fleet cards, and starting resources and off you go!
 
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Bru Ticus
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Have more players experimented with shorter rules? Which ones worked well & which did not?
 
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