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Star Trek: Ascendancy» Forums » Variants

Subject: A tweak to the standard variants rss

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James Buckley
United Kingdom
LONDON
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I'm not particularly interested in the more radical house rules being posted up here because I don't think the game needs any sort of radical tweaking (though fair enough if you do).
Of the variants suggested in the rule book the two most popular on this forum seem to be additional starting resources and focused research. I can the case for both but... my concern with the former is that the risk of exploration, which is a major attraction of the game for me, will be too reduced, particularly 6 research being used to up shields in the first build phase (I know mitigating early game randomness is part of the attraction, but with the shield raise I think it goes too far, particularly with the Ferengi fleet). With the latter it's that experienced players will always from the start develop the best tech for end game victory (eg Klingon reclamation barges), so the game will get a bit predictable and other advancements never used.
My tweaks to try and partially mitigate these concerns, while ultimately retaining the benefit these variants bring is:
Starting resources: 6 production, 5 research, 4 culture. You should still have enough production to recover from a terrible start, without exploration being too risk free.
Focused research: this variant only kicks in when you have made first contact. This makes thematic sense to me. Only when you meet your potential rivals do you start focusing on what you need to beat or defend against them, until then it's more random (but still hopefully beneficial).
Cheers!


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Todd Warnken
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Harrison
Ohio
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I'm undecided on your tweak to starting resources but I really like your change to focused research.
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I also like your tweak to Focused Research...if you want to develop that Tachyon Detection Array...the Feds probably should have at least met the Romulans.

One thing my group tried and liked was we used both "Starting Project" and "Starting Advancement" accelerated rules. However...before picking the Starting Project and Starting Advancement, each opponent was allowed to remove an advancement from the deck to prevent some powerful projects from being available at the beginning of the game.

Those cards removed by the opponents would be shuffled back in once gameplay started.
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marcin marcinek
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We play with starting resources of 4 production, 3 science, 2 culture. Works fine.
 
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Saro Gumusyan

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I like both changes, especially since my group played a game where we forgot to check the rules for increased resources and went 8-4-3. No one was able to upgrade shields off the bat but we had the flexibility to build fleets early on.

Restricting focused research makes a lot of sense as it represents a "war effort" that can happen after making first contact. At that point I'd probably opt to wait on advancements until making first contact but I'll give it a whirl with my group.
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Guðmundur Skallagrímson
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We also have gone with a hybrid starting resources and have settled on 6/3/3. Just gives a bit of a cushion for those first exploration ships if they happen not to survive their first hazards or exploration cards.
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Maldus Alver

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GreenMan2814 wrote:
I also like your tweak to Focused Research...if you want to develop that Tachyon Detection Array...the Feds probably should have at least met the Romulans.

One thing my group tried and liked was we used both "Starting Project" and "Starting Advancement" accelerated rules. However...before picking the Starting Project and Starting Advancement, each opponent was allowed to remove an advancement from the deck to prevent some powerful projects from being available at the beginning of the game.

Those cards removed by the opponents would be shuffled back in once gameplay started.


They should also have Kirk surgically altered as a Romulan Centurion beam over and steal a cloaking device.
 
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