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Star Trek: Ascendancy» Forums » Variants

Subject: Victory Condition for 2 player game rss

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david wood
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Here is a suggestion for a game variant. Take out trade agreements, remove ascendancy victory (keep ascendancy tokens because they serve other functions in the game), military victory (first player to control both home worlds at the end of a completed game round (not as soon as you capture a home world becuae the other player might have a chance to take it back before the end of the round). I would like opinions on this idea. Do you think it would work?
 
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Maldus Alver

Washington
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As I said before the mechanics for a 2 player game should be done with a central NPC. Take a look at the thread about a Bajoran Faction for a 2 player game in variants.

So the NPC faction largely acts as its own faction not really competing with the other players but more as a buffer which has resources (like lots of culture) which the other factions might want (to considering invasion). The NPC faction has a deck that semi-random but autonomous makes the Bajorans move (Such as attack ship closet to Bajor or break trades with the highest ascendancy lvl player). Also have a resistance deck in case of someone occupying the NPC home system be it through invasion or Hegemony.

So with an NPC faction it doesn't necessarily compete with Ascendancy however it will gain Ascendancy to put the game on a clock. If the other players don't take the NPC side seriously they might find that none of them win.

Supremacy might not be a victory condition for the NPC (At least not for Bajorans) but with an NPC faction the NPC homeworld will still be a requirement for the Supremacy victory.

And as I said before NPC factions are only NPCs in a 2 player game and are never played i n2 player games. However in 3+ players NPC factions become playable factions as there is no need for NPC is a game with 3 or more players.
 
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Nick Szegedi
United States
Las Vegas
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Ok we played about dozen games now with only 2 players...here is what we did to make it work!

We kept winning conditions as such...5 Ascendancy (but only needing 4 Culture per Asedency) or military Victory (capturing or destroying enemy HQ while holding on to yours intact!)

We also use some of the variants in back of rules like the extra resources to start with (8, 6, and 4).... plus we make Culture wild for anything except it can't be used to buy any Ships (production)

Also we don't like the bidding of resources...we roll a d6 and add your Ascendancy tokens to get total...high score decides to go first or last. If it's a tie, higher Ascendancy wins (ie: player 1 rolls a 3 and has 2 Ascendancy...a score of 5 and Player 2 rolls a 2 but has 3 Ascendancy for a score of 5...but has more Ascendancy...he/she would decide to go first or not! Makes having Ascendancy that more important! If it's still a tie after the initial die roll and Ascendancy then just reroll@

We also use a 1 Production resource trade agreement (doesn't matter from whom)...to give us both a 1 resource boost each turn...for the Romulans, when collecting resources, roll a d6...a roll of 1 would not yield any production of 1 from that trade agreement (like if it has been tapped!)

WE are both aggressive players...as long as you create some sort of bottleneck to prevent an onslaught of ships coming in, you should be OK even as the Federation player!
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