Saturday, 31 August 2024

Ascendancy: Reloaded


Now let's be clear. This isn't a new game but it is one that has stood the test of Star Trek time extremely well.

Originally launched back in 2017, Star Trek Ascendancy pushed past the ship-to-ship combat of Wizkids Attack Wing and ventured into new and unexplored territory. Quite literally in fact. But why should we still be interested in this when there's Into the Unknown out there and GFN's own Away Missions? If you want galaxy building why not dip into Infinite on your PC?

Because this one is all about tactics and empire building that's physically on your table and brings fans together in one place to play and chat Trek. Magnificent.

It's a bigger galactic picture and offers varied gameplay versus those now established tabletop and digital experiences. This is going to take some time, a lot of thinking and a shuttlebay full of patience to manage so buckle in for a good long afternoon of gaming.

With a base game box that is packed to the gills with tokens, playing pieces, control panels, planets, space lanes, hazards and a rule book that covered every scenario, it's a Trek fan's dream. Players could start from their homeworld and expand out across the galaxy, discovering new worlds, new civilisations and boldly... ok... you get the picture.

Crucially Ascendancy has evolved through the last seven years of its life, adding in player expansion packs for the Vulcans, Cardassians, Ferengi, Andorians and Breen as well as two substantial game expansions with Borg Assimilation and The Dominion War. In comparison to Away Missions this is more galaxy spanning and fleet based rather than a set of characters on a single board so the two aren't competing for the same space.

As we head towards the end of 2024 I pulled out the box and got ready for a steady session on the table because Gale Force Nine (GFN) are set to release a single box which will contain everything produced to date as well as some new and exciting content. Definitely a great sign for the game after seven years!

So let's just refresh on the systems as we unpack the plethora of equipment.

In the original starter box players could choose from the Federation, Romulans or Klingons with each faction offering different tactics. For instance the Klingons can't run from a fight and the Federation will never try and take over an established civilisation by force. These factors and others come into play when you reach out from your starting planet and influence how you interact with your discoveries.

It's also an incredibly organic game because of how the stack of worlds may be played as they are "found" and each of these will only have a certain number of pathways that can be connected to it. As they are revealed by exiting the space lanes with your ship or fleet, each new destination will have some form of action to complete via the Exploration card that is turned when you "arrive".. It may be to make contact with an existing species, it could be to colonise an empty rock or worse, it might be to try and avoid a dangerous nebula or other such hazard lurking in the depths of space.  New planets to colonise will offer space to acquire additional Production, Culture and Resource nodes that can be used in the Building Phase of each round to enhance your existing facilities from ships to bases to completing research.

No two games will ever be the same but just make sure you're ready for a long haul because GFN expect that for every player on the board there's at least an hour of game time (three players, three hours). Each round of the game sees players Build (chips, assets etc), Command (exploring, combat) and Maintain (assessing victory qualifiers and collecting resources) but don't forget to keep an eye on where your adversaries are up to!

If you're not looking for that kind of commitment then there is also a one player option that was introduced as part of the Borg pack. More on that shortly.

Ultimately the aim of each player is to reach Five Ascendancy points which can be acquired by collecting and trading in your Culture tokens. In the case of the Federation should you flip over a Civilisation card when exploring a new world that will immediately give you a Culture token! Each level of Ascendancy unlocks new abilities so you can run more projects and fleets with each increase.

One of the things that I levelled against this game back in the day was that it focused heavily on TNG and TOS without much care for Voyager or Deep Space Nine. In terms of the latter, some of that has been accomplished with one of the two larger supplements which includes the Bajoran wormhole and the Gamma Quadrant. There is still to be anything forthcoming from the Delta Quadrant however!

But back to the main game for now and it can play out a few ways. Boundaries can be set and some players may choose to try and avoid other major races, instead choosing to cultivate new worlds and build up resources with which they can upgrade weapons, fleets and abilities while others may be looking for a fight. That's the genius of Ascendancy in that it can play out however you want it to.  Each journey along a space lane opens up a new and unknown challenge. You'll never (probably!) get through the entire planet stack (Exploration deck) in a game so there's always going to be a variation from the off. Nor is it a given that the Federation moves first each time so you never know what order events will unfold or who will have that key tactical advantage. Uncovering a planet might be a good thing but it could also draw the attentions of an opponent keen to expand their resources of a particular type or simply add some territory to their sector of the board. GFN includes sets of ships to represent fleets in the box but players can supplement further with different ships, starbases and dice packs if they so wish although some of these are now verging on rare to impossible to locate (especially the Defiant pieces).

Players can also be defeated if their homeworld is captured by an opposing force. The neat thing that the Dominion War expansion pack does is allow a conquered people to turn into a resistance force so that you're not left sitting out the rest of the game. 

The Borg expansion does add in a feature which makes it impossible to avoid the Collective as they will spawn and head directly for the nearest opponent. In a one player game that's a given and with their "AI" ability it actually becomes more of a challenge to see how long you can last out rather than attempting to defeat them which is near impossible.

As with Attack Wing before it, the Borg dynamic is naturally overpowered and almost invincible meaning that any true attempt to defeat them would likely require at least two if not three or more players hounding their cubes until the bitter end. There's a ton of new content in the Borg packs beyond the ships such as additional/expanded rules, new nodes and tokens. For me this has become something of a go to where I can try out different factions against the Collective to see which is most effective. So far the results are not promising!

One thing that frustrated me was how fast the Borg could come out of the gate and be on top of your home system. Best case three turns, worst case two - the margin was that fine. However, by a bit of YouTube research and just thinking more about strategy it's actually quite straight forward to elongate the game - just make sure that any pathways into your territory are completely used up. For example if a planet has four space lane options, use all of them to connect it into your network. This is where the additional resources and the built ships really come into play as otherwise players wouldn't stand a chance to build any form of defence.

So to that Dominion pack and that's an entirely different twist again. Adding in the Dominion as their own faction there is the chance to use Changelings as infiltrators onto opponent worlds and also to battle through a campaign loosely tuned into the Deep Space Nine saga.

This is a real step upon the multiplayer concept with the Dominion faction starting on the other side of the Bajoran Wormhole and having to make their way into the Alpha Quadrant as part of the initial setup. Of course they could just fly around the Gamma Quadrant but at some point trouble will come calling.

The nice piece here is that the Gamma Quadrant systems can ONLY be used on that side of the wormhole and there's some familiar planets in there for the Karemma, Dosi and of course the Great Link. 

The problem with the Dominion War campaign is that four players are needed to form two alliances consisting of four already developed and explored worlds (ready for conquering). That's a lot of people to get together and at least a four hour play time both of which I would personally struggle with but may suit other gamers perfectly. I expect that in this case I may field the Dominion as a faction against the Borg or in a smaller 2/3 player scenario perhaps even without the wormhole piece.

Ascendancy is a superb, detailed and in depth Star Trek game that does require some time and patience to get the most out of it. If you want quick and straight forward pick up some Fluxx cards or head for your copy of Away Missions but for a real test of your metal this is the game to do it. Will you try and conquer from the Gamma Quadrant? Dominate from the off with the Klingons? Offer peaceful co-existence via the Federation or watch your foes be assimilated by the Borg? You make the calls!

Star Trek Ascendancy is available NOW from retailers stocking Gale Force Nine. Prices (for expansions) start from around £25 ranging to around £75 for the base game set.

Tuesday, 13 August 2024

You're Indestructible...GOLD


Ten years? Seriously? A decade of Attack Wing?

Two starter sets, 30 waves of individual ships, prize events, faction packs, a total rehacking of the points system... and that's just the scant surface moments I can recall from those times.

Now to commemorate the event we have These are the Voyages. Fortunately not a pack that focuses on the final episode of Enterprise but instead one that honours the legendary starship name.

Containing five golden models, this new pack includes the NX, Constitution refit, Excelsior, Galaxy and Sovereign Classes plus 115 new and updated options to outfit them.

Each of the classes can either be fielded as the Enterprise in its different registry guises or an alternative ship from including the NX-02 Columbia, USS Excelsior, USS Atlas or USS Galaxy. It also marks the first retail appearance of the USS Enterprise NCC-1701-A.

Some of the ships, such as the Enterprise-D have seen modifications to their existing cards and a significant number are now superseded by the contents of These are the Voyages.

As ship models go, there are no real surprises since these are repaints of the existing craft from older waves. My Constitution refit though does have horribly wonky nacelles which will require a bit of work to straighten out. That and the saucer is bent. 


Captain options are extensive with all possibilities including Styles, Harriman and Jellico included, each with their own neat twists to add. Crew options are exhaustive too with every canonical crew represented in almost every single way and that includes Porthos.

The pack also continues the new updates of Lower Decks, First Officer and Night Shift although the latter of those three only appears on a couple of cards.


That 115 card stack is something that might never make its way into your main card haul though because nestled into the bottom of the box is a brand new campaign that pits Enterprises of all generations against thew Q Continuum and some equally obnoxious foes. Taking it in turns to select a ship, captain and upgrades, players take on the Crystalline Entity, the Borg Queen's ship or the hard-as-nails Doomsday Machine in a battle for survival and bragging rights.

There are some "obvious" choices to go for such as the E or the D but the A, B, refit and NX-01 aren't without their advantages since a smaller ship score allows for more upgrades and a thoroughly packed out starship. 


These Are the Voyages
is a very unique set though and one that players/collectors may not want to directly add into their big box of cards. The Q scenario actually turns this more into a set to have available for  one off game occasionally “stealing” cards from it to supplement an existing fleet.  It also shows that there is still life in the game after a decade. New features abound, there is still some expansive thinking as to how to keep the game alive and with Into the Unknown requiring a re-mortgage or the sale of a kidney you can understand why players are choosing to remain firmly in the Attack Wing stable.