- Original Release: 2016
- Developer: Aaron Dill, John Kovaleski, Sean Sweigart
- Publisher: Gale Force Nine
- Platform: Board Game
![](https://djcube.co.uk/wp-content/uploads/2023/06/ascen.jpg)
![](https://djcube.co.uk/wp-content/uploads/2023/05/asc-001-1024x576.jpg)
Star Trek Ascendancy is a game of exploration and conquest, although you can try to avoid the conquest if you want. Each player starts on their homeworld with a base that generates the three main resources (production, science and culture) as they explore the galaxy and eventually meet up, with the goal being destroying your rivals (which is not likely) or gaining 5 ascendancy tokens, which you get by generating and spending culture.
The exploration system in this is great: you roll a dice to determine how long the “space line” is then draw a new planet, which has an event. These discs can be moved around the connecting planet if needed (to account for table space and connecting to other planets), but are firmly locked in place one connected to a second planet. That said, it also has massive downsides as you can encounter threats and hazards. One player could get a bunch of safe systems ideal for colonising, while another player encounters pulsars and black holes which ruin ships and don’t provide any opportunity to expand or increase your production (although there are rule variants to help with this).
Another issue with the game is how long turns take. Sometimes I could have walked to the beach, had a stroll and still get back and have to wait a bit for my turn. I would have much preferred a system where you took turns doing single actions rather than conducting your entire turn in one go, or at least mechanics that allow for more reactions to what the current player is doing. The way Ascendancy works means games tend to drag on, while longer games like Twilight Imperium can keep you engaged the whole time.
While Ascendancy is fairly average for a 4X board game, the components and Star Trek them really improve it. Each faction has slightly different rules that reflect the species really well: the Federation can’t conquer neutral planets, for example, while the Cardassians need to have forces by a planet for them to produce anything and playing as the Ferengi does feel like you are merchants. It elevates the game from an average one to one that, despite its flaws, is still fun if everyone is into Star Trek.
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