Star Trek Ascendancy game 6

It certainly looks correct and it’s an good tactic.

As noted everywhere else the rules for ascendancy are poorly written

There’s a reason this tech is first on my list as Klingons, honestly.

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@RogerBW asked for a die roll:
The general rule is that you can pick the order in which stuff happens in the build phase, and it takes effect pretty much immediately.

The downside of Militarized Industry is that your bonus ships are quite spread out. Fine for defending the culture nodes, not great for building fleets to go and attack with.

You do need the Fed’s permission to colonise Rigel since they have a ship there, but they gave that back in post 310.

Ship at Paulson is lost on a 6: d6: 5

@RogerBW asked for a die roll:

  • C2-C3 - yes, the ship is “at warp” as it passes through Arken.

Warp lane length: d3+1: 2

@RogerBW asked for a die roll:
Exploration:

System: Vlugta Asteroid Field (H6 PPPP-3)
Ship lost on a 6: d6: 2

@RogerBW asked for a die roll:
Exploration: Cardassian Delegation. You are not the Cardassians, so you immediately exhaust your TAs.

  • C4-C5 Ship now at Weytahn is lost on 4: d6: 2






Card 5: Ferengi (@Canadian_Errant)

Build Phase:
Colonize Izar, build two production nodes and a research node
Put 1 Research each to the two projects (finishing them, I believe)
Build two Ships (At Ferenginar, of course)

Command Phase:

  1. Start advancement: A Contract is a Contract
    2-3) Two ships at Ferenginar go to war
    4-5) Add a warp token to each ship.






Card 8: Vulcan (@Delwayne)

Aren’t there too many Vulcan fleets?

No, they don’t have to scrap fleets when they lose Ascendancy, and they had A3 when they commissioned that third fleet.

@RogerBW asked for a die roll:
Apologies for fat fingers; should be sorted now.

C2 Fleet 2 at Black Hole, each ship is lost on double 4+:

  • pool 2d6: 3, 5
  • pool 2d6: 4, 6
  • pool 2d6: 3, 6
  • pool 2d6: 5, 6
  • pool 2d6: 3, 4
  • pool 2d6: 3, 5

End of round 6.

  • Victory check: 5 Ascendancy (not Vulcans), 3 Homeworlds (not Vulcans), Vulcan Agenda
  • Nodes produce:
    • Federation (RossM): 3P 2R 3C
    • Ferengi (Canadian_Errant): 7P 3R 1C
    • Klingon (Lordof1): 3P 2R 3C
    • Romulan (Carletto80): 6P 5R 2C
    • Vulcan (Delwayne): 2P 5R 1C
  • Trade Agreements produce:
    • Federation (RossM) 3P 1R +3P Ferengi
    • Ferengi (Canadian_Errant) 2P
    • Klingon (Lordof1) none
    • Romulan (Carletto80) 4P 1C
    • Vulcan (Delwayne) 4P +2P Ferengi
  • Resources from Advancements
    • Ferengi (Canadian_Errant)
      • Ferengi Commerce Authority 5P
  • Maintenance
    • Exhausted cards/tokens are reset
    • Ships at warp get another Warp token
    • Empty Phenomena get Research tokens






Turn order bidding:

  • @RossM (Federation)
  • Carletto80 (Romulan)
  • Lordof1 (Klingon)
  • Canadian_Errant (Ferengi)
  • Delwayne (Vulcan)

Valid bids: 0+

4 production please

  • RossM (Federation) bids 4
  • @Carletto80 (Romulan)
  • Lordof1 (Klingon)
  • Canadian_Errant (Ferengi)
  • Delwayne (Vulcan)

Valid bids: 0-3, 5+

I’ll bid 1P