![]() Several cards can also be used to directly assist your teammates by bolstering their forces or switching cards in your hand with theirs. The rules introduce Alliance cards, which players can use to swing conflicts in their favor: deploying fleets, accelerating research, and rushing to the contested front to provide aid. The Dominion brings not only a new faction from beyond the wormhole, but a new game scenario: team play with the Dominion War. It’s perfect from a lore point of view, but if you use the Gamma rules at all you may want to leave it as a random event that might replace a phenomenon rather than forcing the Dominion player to start in their own private region. This expansion comes with rules for discovering star systems sequestered on the far side of the galaxy – and braving the wormhole can be added to games even without a Dominion player! The tile linking Bajor to the Idran system does a good job modeling the physical and conceptual distance that the Gamma Quadrant represents in the TV series at the same time, it takes up a lot of real estate on the game area for relatively little value in play. The arrival of the Dominion wouldn’t be complete without their native Gamma Quadrant. The Dominion’s putative drawback, their inability to suborn another faction’s systems culturally, only means their fleets will be on the warpath all the sooner. With the right advancements in place, the shapeshifting Founders can be very difficult to remove after they’ve infiltrated your territory and inflict costly losses - but it will take quite some time before they can put their full apparatus in place, so wise players will strike them quickly before it’s too late. Their research opportunities highlight each of the three major components in the Dominion’s social structure: the Jem’Hadar generate Command tokens to trigger more combat rerolls, Vorta commanders help to resist Hegemony takeovers by enemy powers, and a novel mechanic allows for the Founders to infiltrate opponents’ systems and sow discord by moving ships out of position or making homeworlds easier to invade. The Dominion’s fleets are geared for battle as well, generating new ships while in flight and overpowering enemies with heavily-shielded armadas. This faction sports powerful combat abilities, led by their Ketracel-White ability to reroll failed attacks. ![]() One-time allies of the Breen, the Dominion are not to be discounted either. And speaking of advantages out in the universe, the Breen’s new system discs offer a bevy of Culture and Open slots that offer a lot of value to savvy players while ships are exploring strange new worlds. Players will still need to keep their weapons technology advancing steadily though, as all the advantages in the universe can still be stymied by powerful shields. Between chances to automatically destroy ships, reroll missed To-Hit rolls in combat, and deny opponents the chance to retreat from battle, the prospect of going toe-to-toe with the Breen on their home turf is a daunting one. The theming is strong for the reclusive Breen, who gain powerful advantages when defending their territory. Such an extensive roster offers endless combinations of how you can battle for supremacy in the Alpha Quadrant - and with the Dominion expansion, the Gamma Quadrant as well! These two new releases bring the total number of player factions up to nine - plus an appropriately ‘automated’ Borg threat. The team at Gale Force Nine is back with their latest addition to the Star Trek: Ascendancy tabletop game: two expansions which let players step into the role of the imposing Dominion or the enigmatic Breen Confederacy.ĭebuting originally in 2016, Star Trek: Ascendancy is a 4X strategy game where you steer a galactic power to explore the Star Trek universe, exploit its resources, expand your territory, and exterminate anyone who stands in your way.
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