(Actually they assumed I had enough sense to notice that for myself.)
But here in principle we have a workable map in Inkscape:
“Workable” in the sense that the warp lanes have triangles attached at the ends (you can see black slanting lines at the corners), the points of which can auto-snap to the hidden square at the centre of each system tile. And I think that may be the most technically challenging bit to do.
There’s more prep work to do, but in principle who’s up for trying this out?
My original thought was it wasn’t enough players, and then I remembered that Ascendancy was the only game that had a specifically 3-player count. Like, that was the only number of people that could play the game…
Sure, it’s more now with your Cardsufflians, your Vulcanoids, and your Andornorbuts, but 3 should still make a great game, if you’re interested…
Is this where I say that I think the good manual is the one by Mattias Elfström?
(Though of course it has a lot of content that won’t be relevant to this basic-set-only game.)
① There were more than six other players each of whom found a system first, playing before Sally; or they were using the Random Galaxy optional rule. I.e. this is not compliant with standard rules.
② She doesn’t have any unexhausted Commands left?
Ok. So standard set up (3,3,3 1 ascendency) but all system cards are shuffled so you can find phenomena looks like that rulebooks recommendation. Awesome
Oh, hey, this seems like a good place to ask: in the original game, Impulse Engines seemed to always be a waste.
Moving Impulse speed lets you move 2 Sectors per Command.
Moving at Warp takes 1 Command to enter Warp, and 1 Command to exit Warp, but you can move up to 1 System per warp token (minimum 1). Since Systems are always more than 2 Sectors apart (or, if you’re moving at Impulse, you need to use at least 2 Commands to enter a new Sector), doesn’t that mean it always makes more sense to move Warp?