As I had mentioned in my Star Trek: Fleet Captains review, good Star Trek games are few and far between. Perhaps my favorite Trek game of all time is the Windows '98 4-x strategy game Birth of the Federation. BotF, developed my Microprose, was basically a Trek reskin of Master of Orion II. It was buggy, had cheating A.I., suffered from a major memory leak that slowed the game to a crawl after about 100 turns of play, and it didn't include any Original Series ships or technologies. But it did manage to faithfully capture Star Trek's spirit of exploration and discovery by being a game about exploring and colonizing a galaxy.
It wasn't a stripped-down startship combat simulator (Starfleet Command), or a cookie-cutter first-person shooter (Elite Force), or a lazy StarCraft clone (Armada), or an out-of-place dogfighter (Invasion), or a derivative WoW clone (Star Trek: Online). None of those games is terrible. I've played them all, and actually have some rather fond memories with most of them. But none of these games really meshed perfectly with the Star Trek license, and none of them really scratched my Star Trek gaming itch the way that Birth of the Federation did. Apparently, some designers at Gale Force Nine also like Birth of the Federation, because their new board game, Star Trek: Ascendancy, almost feels like a board game version of that classic Trek PC game.
Ascendancy is the first proper 4-x board game using the Star Trek license that I've seen. It certainly blows Fleet Captains out of the water. While Fleet Captains included some token exploration and territory-expansion mechanics as a supplement to the ship-to-ship combat that was the core of the game, Ascendancy is a game that is actually about exploring a procedurally-generated map, colonizing planets, and developing their resources. You can win by conquering other players' home worlds, or by developing your culture up to a specific level.
The final frontier is always in flux
The board of Star Trek: Ascendancy utilizes an interesting and novel modular board. Disk tiles represent planets, systems, and anomalies, each of which is connected by star lanes of varying distances. New systems and star lanes are drawn from a deck as the players explore, and so the board is constantly expanding as you play. It's nothing earth-shatteringly new, but it does have one neat gimmick that I haven't seen in other similar games.
The map will grow and change as the game progresses.
In addition to the board dynamically growing as the game progresses, systems are considered to be "floating" until they become locked in place by being connected to two or more systems via a star lane. This means that leaf systems can be freely rotated around to make room for other tiles to be placed in the play area. I believe this is intended to model the 3-dimensional nature of space. In a more practical sense, it means that the galaxy [map] can (and will) change its shape occasionally, leaving the true distances between locations ambiguous until everything gets locked down.
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Tags:Star Trek, Star Trek Ascendancy, Gale Force Nine, board game, strategy, 4x, dice, Federation, Romulan, Klingon, exploration, phenomenon, trade, colonization, war, star lane, warp, warp drive, Aaron Dill, John Kovaleski, Sean Sweigart, Star Trek: Birth of the Federation