Tabletop Simulator

Tabletop Simulator

Star Trek - Ascendancy (Ultimate Edition)
DevKev  [developer] Jan 11, 2020 @ 6:51pm
Exploration Cards
Exploration Cards:

The (OK) button
When you see an Exploration Card with an OK button, this means the script knows how to handle the card. You should click (OK) after reading it. The script will perform the action(s) on the card and discard.

The (x) Discard Button
When an Exploration Card has only a Discard button (x), this means the script will not handle the card. You should read and execute the Card, then click the (x) when you are done.

Diplomacy Cards Yes/No
Cards with Diplomacy tests will ask if your Diplomacy attempt was successful. When you encounter this prompt, you should roll a die and add your Ascendancy. If your roll result (plus the ascendancy) is higher than the Diplomacy value (number at the top right of the card in a green circle), you succeeded and should click YES. Otherwise click No.
The game will automatically pass these cards when required to. It will also discard them according to their rules. (Some discard to the bottom of the Deck, others get shuffled back into the deck).
Some Ally cards have a choice of which resource to generate. Click the button inbetween the resources to toggle which resource it will produce during Recharge. The Rigellions give a choice between 1 Production or 1 Research. The button will point left or right and display Red or Blue depending upon what you want. You can change it back and forth, it only matters what it is set to right when the Recharge Stage fires.

The (RiP) button: Remains in Play
A few cards are marked with "Remains in Play". These have the (RiP) button. Clicking (RiP) will shrink the card and place it over the Planet. The reason for the smaller card is so it doesn't obscure the System Disc as much. Once in their smaller form, these cards will have the (x) Discard button for when the card is completed. Discard will resize the card back to normal while discarding.

The Planet Eater
This card will prompt you to destroy the system it last touched.

If you have trouble with an Exploration card, you can usually reset it by placing it back on top of the Exploration Deck, the re-drawing it. Placing the card onto a System Disc tells the card which System it was drawn for. If you draw it manually, you should always drop it onto the System it is for. Be careful not to let it touch more than 1 system at a time, or it may get confused as to which System it is intended for.

Last edited by DevKev; May 28, 2020 @ 11:45pm
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Showing 1-12 of 12 comments
DracoDruid Apr 19, 2020 @ 5:13am 
The "automatically passed around allies" might need a little more focus/hinting. Last time, we almost forgot about it - it was mere accident that I realized the Grand Nagus was passed to me, but I wasn't sure if I got this turn or last, or what not.
Last edited by DracoDruid; Apr 19, 2020 @ 5:13am
DevKev  [developer] Apr 21, 2020 @ 12:29am 
The game displays the cards passed around in chat. That being said, you are correct about them being easy to forget. They are so low in the player area, that I don't always look there. I think maybe a reminder flag on the Turn Panel stating something like "***You have X Allies***". Also a reminder that you need to make Diplomacy checks on newly passed Allies. I'll probably add that quickly as it would be very useful. Thanks for the idea.
DracoDruid Apr 22, 2020 @ 4:00am 
Sure thing!
DracoDruid May 18, 2020 @ 1:34am 
Hey. Quick observation from our game on Saturday:
Could it be that the Ferengi Allies aren't passed on if the player currently holding it takes the card up and places it back into their Trade Agreement/Ally area?
At one point, we had the feeling that the Ferengi Ally wasn't moved once for whatever reason (log said "not passed because you didn't have it at the beginning/end/etc.)
DevKev  [developer] May 18, 2020 @ 1:40am 
Hi. The Ferengi weapons and shields vendors both don't pass the first round they are discovered, as per the rules. I believe it says you pass it only if you held it during your building phase. Since they are discovered during the command phase, the player who discovered them would not get a chance to use them if they immediately passed .
The description tracks whether the card should be passed. You'll see a Hold and Held tag. The card starts with the Hold tag. Once you have it in your area during your build phase, the Hold tag changes to Held. During the Recharge stage, the card only passes if it has the Held tag in the description.
Last edited by DevKev; May 18, 2020 @ 1:46am
DracoDruid May 18, 2020 @ 2:11am 
It was passed several times correctly, but we could swear it wasn't after the 3rd time or so.
The next end phase it was passed again.
Maybe we were wrong and misremembered, though.
Could player interaction change the tags in some way?
DevKev  [developer] May 18, 2020 @ 9:20am 
Hi. Player interaction could cause it to skip If the card was removed from the Player Area the moment their turn started, the script would not detect the card in their area and not mark it as held during the Building Phase.
carolj May 22, 2020 @ 4:34pm 
One question regarding the Ferengi Ally Cards that will be passed between the players (e.h. Ferengi Arms Dealer): Is it intended, that the player will be asked if diplomacy test was successful after passing it to next player? We didn't found a statement in the rules, that the diplomacy test has to be done again...
DevKev  [developer] May 22, 2020 @ 4:44pm 
GF9 clarified in an email that the diplomacy test is rolled each time an ally is passed. You can ignore this rule and just click Yes if you don't want to roll each time. Even if you don't answer the question, the card will still be tallied if it is present during Recharge.
carolj May 22, 2020 @ 4:54pm 
Many thanks for the clarification, I now read the official answers PDF file provided on BoardGameGeek.com and found the answer you mentioned :)
GAY_SEX Jan 29 @ 10:51pm 
The "Rebel Jem'Hadar Cell" card doesn't seem to work as it should - the text says it Remains In Play, but it only has an OK button. It's important that it does Remain In Play as it adds a hazard to the system and creates a warp-capable culture with unique stats.
DevKev  [developer] Feb 3 @ 4:53pm 
Originally posted by GAY_SEX:
The "Rebel Jem'Hadar Cell" card doesn't seem to work as it should - the text says it Remains In Play, but it only has an OK button. It's important that it does Remain In Play as it adds a hazard to the system and creates a warp-capable culture with unique stats.
Hi. In this case, after hitting OK, you can grab the card off the top of the discard pile and place it back in play. I should be able to adjust the script to leave it in play.
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