Star Trek: Ascendancy – Vulcan High Command
Star Trek: Ascendancy – Vulcan High Command Rulebook
Table of Contents
Table of Contents
Expansion Contents
This set includes everything you need to add the Vulcans to your games of Star Trek: Ascendancy. The set includes:
- 10 New Exploration Cards
- 10 New Systems Discs, including Vulcan
- 30 Vulcan Starships with 3 Fleet Markers & Cards
- 5 Vulcan Ambassador Figures
- 10 Vulcan Control Nodes
- 15 Vulcan Advancements
- 10 Vulcan Agendas
- 3 Vulcan Trade Agreements
- Vulcan Turn Summary Card
- Vulcan Command Console with 2 Sliders
- 19 Resource Nodes
- 76 Tokens & 27 Space Lanes
Adding Vulcans to Your Game
To integrate the Vulcans into your games of Star Trek: Ascendancy, shuffle the 10 new Exploration Cards into the Exploration Cards from the core set and add the 9 System Discs into the mix of System Discs from the core set.
Vulcan Set Up
The Vulcans are a much older civilization than their galactic neighbors and were traveling the stars long before humans reached for the stars. Civil strife stalled their interstellar progress for many centuries, but many new space-faring cultures have found far-flung Vulcan colonies and systems as they began to explore their Systems.
Unlike other factions, the Vulcans start with 3 Ascendancy.
Vulcans also pursue their own Agendas, which may be opaque to other cultures. Before the game begins, shuffle the Vulcan Agenda cards. The Vulcan player draws two Agenda cards, then picks one to place face up on the table, for all players to see. The other Agenda remains hidden. The Vulcan player wins if they achieve either Agenda. They do not need to achieve both Agendas to win.
Vulcan Command Console
Like the three factions included in the core set, the Vulcans have a unique Command Console with two Special Rules that apply to the Vulcans, in addition to their Setup rules.
Note: the console's dial and icon artwork is an image in the source booklet; only its two Special Rules are transcribed here, as printed.
Logical Observers
The Vulcans are loathe to destroy civilizations with potential to eventually become allies or partners. They may not Invade or attempt Hegemony against any Systems controlled by a Rival with lower Ascendancy.
Honest Meddling
Vulcans may use their commands to move other players' ships, if they have a Trade Agreement with that player and that player's permission to do so. When moving another player's ships, all results (hazards, rewards, etc.) of that movement still apply to the player whose ships are being moved.
Ancient Civilization
The Vulcans' past explorations seeded the galaxy with Vulcan colonies and Systems; some of these have since lost contact with Vulcan and are waiting to be discovered by other civilizations.
Colonize Sector: Build on any Undeveloped System. You need not Occupy it.
To represent this, Vulcans may spend their Ascendancy to colonize any uncontrolled System - even systems they are not connected to. This is done on the Vulcan turn, during the Building phase. This is the only way the Vulcan player may colonize new Systems.
If the Vulcans' Ascendancy drops below the number of Fleets they have in play, they must immediately disband Fleets until that's no longer the case.
Vulcan Ambassadors
The Vulcans are experts at diplomacy. Vulcans place Ambassadors on Systems and do not build Star Bases.
The Vulcan player may place Ambassadors using their Consul Fleet. After they are placed, the Vulcan player may Exhaust Commands to move them to any connected Systems already connected to where they were already placed.
Rival players may remove a Vulcan Ambassador from their Systems on their turn.
Starting Advancement – Vulcan High Council: You may build Ships and form Fleets in any of your Systems which have an Ambassador. On your turn, you may use a Command to move an Ambassador to another, connected System you Control.
Many of the Vulcan Advancements give advantages to the player who has Ambassadors in their Systems.
Vulcan High Command (Military Advancement card): Every System with an Ambassador rolls an extra [die] to Hit die in Plantary [sic] Invasions.
For example, when the Vulcan High Command Advancement is complete, all Systems with a Vulcan Ambassador roll an extra die during Planetary Invasion.
Note: "Plantary" is printed that way on the Military Advancement card; it is transcribed as printed. The die symbol on the card is an icon in the source and is shown here as [die].