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Star Trek: Ascendancy» Forums » Variants

Subject: One player variant - simple rss

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John Godwin
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Shuffle 2 of the Romulan, Klingon, or Federation homeworlds into the stack.

Separate Civilization and virgin planets from the crisis and discovery.
Make two separate piles:
1. Crisis and Discovery cards
2. 15 civilization and 1 virgin planet

You must explore at least once per turn until all of the systems are gone.

When you explore you must:
1. Brave a hazard if there is one.
If it's a planet:
2. Draw 1 card from the crisis/discovery deck and resolve if able.
3. Draw 1 card from the civilization deck.

When you encounter Romulus, Kronos, or Earth immediately fully develop them and place one of their respective control nodes on them.
The first of of these you encounter counts as a warp-capable species: level four.
2+ weapons to roll.
4 shield modifier
4 Hegemony resistance
And place 4 ships on the planet.
The second you encounter counts as a warp-capable species: level five.
1+ weapons to roll.
5 shield modifier
5 Hegemony modifier
And place 5 ships on the planet.

After drawing and developing the homeworld.
Draw systems until you have 2 planets.
Fully develop these planets, place a control node of the species on them, and place ships in orbit equal to the species warp-capable level.
Any phenomenon you drew are connected to those sectors.

Starting advancements are put into play as well.

You must hegemony or invade all Romulan, Klingon, or Federation planets in play to win!

See how few turns you can manage it in!
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Jon Snow
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Are the two additional post home system planets connected to it?
 
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John Godwin
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I'm working on AI for the other species, but I figured that I would post this simple and fun single player varient!
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Jon Snow
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Have you tried it yet? If so, how many turns did it take you?
 
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John Godwin
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chas59 wrote:
Are the two additional post home system planets connected to it?


Yes, they are connected to the alien homeworld.
 
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John Godwin
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chas59 wrote:
Have you tried it yet? If so, how many turns did it take you?


Yeah, I tried it. I had all the rules in my head but I was writing them down as I played them and completely forgot to keep track of rounds!
It still took a little while, but rounds go a lot faster when you are playing alone, lol
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Mickey foto
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Look forward :-)


John1701 wrote:
chas59 wrote:
Have you tried it yet? If so, how many turns did it take you?


Yeah, I tried it. I had all the rules in my head but I was writing them down as I played them and completely forgot to keep track of rounds!
It still took a little while, but rounds go a lot faster when you are playing alone, lol
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Kevin Lacey
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I propose making the rules even easier.

1. Use humble beginnings and random galaxy as starting rules.

2. Do not insert any enemy home worlds into the game.

3. Set a victory condition: Achieve X goal within X amount of turns.

Idea for victory conditions:

1. Ascendancy victory

2. Acquire a certain amount of resources within a time limit.
-Example: 30 research and 30 production and level 3 ascendancy within 20 turns
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Michel Pomerleau
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Building up on Seratone's Idea, how about this

Winning the game :
You have 30 rounds to achieve
1- Gain 5 ascendancy
2- Invade and/or hegemony 5 civilization (levels 1 or 2 or 3)
3- Colonize 5 planets

Exploration :
Whenever you discover a warp-capable civiliztion, put double the level of enemy ships into orbit (either of the two other faction, ex. civ level 2 = 4 ships) plus retreat one sector from where you came. Apply non passage rule until you either successfuly do a hegemony or invasion. If you invade, you have to destroy the ships first. I you hegemony, convert them into your ships. For hegemony, you can attempt it in the adjacent sector out of orbit. Of course if you destroy the ships, you cannot go for a hegemony afterwards. Pre-warp civs keep the same rule as regular game.

Trading :
There are no trade agreements in this game. So whenever you find an un-inhabited planet, you may gain a production ressource. (only once when discovered, and after the hazards are taken care of, if any.)

Set up :
If you play with the Klingons you get 5 culture instead of 3 in your starting ressources.

If you play with the Federation, you get 5 research instead of 3 in your starting ressources.

If you play with the romulans, you get 5 production instead of 3 in your starting ressources.

The purpose is to give a small starting boost without being too easy, hence the least effective ressource (but still necessary) for the faction played.

All other rules stay in effect. As soon as I can, I'll try this out and keep you posted. If anyone wants to give it a shot, let us know how it went.
 
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