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GAME CONTENTS FERENGI TACTICS This set includes everything you need to add the At first glance, the Ferengi are all Ferengi to your games of : Ascendancy. The set about Production Profits. Many includes: of their Advancements Generate • 10 New Exploration Cards Production in some fashion. But before you can start • 10 New Systems Discs, including Ferenginar raking in the Profits, you have to complete the Projects - • 30 Ferengi Starships with 3 Fleet Markers & Cards which means investing in Research Nodes early. Research • 10 Ferengi Control Nodes leads to Production: Production leads to Culture. • 15 Ferengi Advancements • 3 Ferengi Trade Agreements FERENGI FLEETS • Ferengi Turn Summary Card The Ferengi don’t have any combat • Ferengi Command Console with 2 Sliders oriented Fleets. What the Ferengi Fleet • 19 Resource Nodes Cards do have is a variety of unique • 76 Tokens & 27 Space Lanes rules that play to Ferengi Strengths. With their Franchise Fleet, the Ferengi ADDING FERENGI TO YOUR GAME can drop ships off in Systems as the Fleet travels, allowing them to leave To integrate the Ferengi into your games of Star Trek: behind a trail of Ferengi Ships poised Ascendancy, shuffle the 10 new Exploration Cards into to profit. your Exploration Deck and add the 9 System Discs into the mix of System Discs. What the Ferengi lack in Military expertise, they can make Adding the Ferengi to your up for in numbers. With deep Production coffers, the game increases the number Ferengi can usually out-build their rivals. of possible players by 1. Each additional player adds CREDITS about an hour to the game’s GAME DESIGN DESIGN DIRECTOR duration. Sean Sweigart John Kovaleski Aaron Dill The Ferengi player begins PRODUCERS with the standard amount GRAPHIC DESIGN Peter Simunovich Katie Dillon John-Paul Brisigotti of game components: 3 of Fereginar, the Ferengi each Resource, 3 Ships, and Home System and APPROVALS COORDINATOR 3D DESIGN one of each Resource Node commerce hub Peter Przekop Charles Woods on their Home System. ACKNOWLEDGMENTS The Ferengi’s starting John Van Citters, Marian Cordry, and Yasmin Elachi, Veronica Hart, Brian Lady, Keith Lowenadler, Ben Stern Advancement Generates Special thanks to all the Battlefront staff who provided extra Production, based on FERENGI feedback and playtesting. COMMERCE how many rivals’ Systems the AUTHORITY PLAYTESTERS Ferengi have managed to get James Abele, Jason Buyaki, Jason Delaney, Justin Evans, Ships in orbit of. During Resource Patrick Gribble, Mark Honeycutt, Sally Honeycutt, Leonard Generation, gain 1 The more Systems the Landrey, Stuart Lapwood, Jeff Lindsay, Greg Lockton, Greg Production for each Morris, Richard Roe, Phil Petry, Gabriel Rosauro, Rob Sadler, rival Controlled System Ferengi are able to negotiate with Ferengi Ships themselves into, the more Steve Shipe, Conor Sipe, Benjamin Torell, Dean Webb, Lizzie in Orbit. Willick, Les Whittaker, William Yowell trade profit they receive! BUSINESS FOR FULL GAME RULES VISIT STARTREK.GF9GAMES.COM Rule of COMMAND CONSOLE FERENGI ESPIONAGE Acquisition EXPLORATION CARDS: ALLIES Like the three factions included in the core set, the Ferengi The Ferengi Espionage Advancements 3 #168 The Ferengi introduce a new type of have a unique Command Console with two Special Rules that Exhaust certain types of cards. Unlike WHISPER YOUR WAY Exploration Cards: Allies. When you draw apply to the Ferengi. other Espionage cards, the Ferengi may TO SUCCESS an Ally card, you’ve discovered a faction or use theirs multiple times per turn, as long On your turn, you person who may be open to establishing as they can pay the Production cost. may pay 1 Production an agreement. to Exhaust any Trade EXHAUSTED CARDS Agreement. Each Ally Card has a Diplomacy Number in You may do this When a card is Exhausted, it is multiple times on a green icon in the upper right corner. In temporarily out of the game until it is your turn. order to claim the Ally, you have to pass a Refreshed in the Recharge Stage at the ESPIONAGE Diplomacy Test. end of the turn. Exhausted cards can not DIPLOMACY TESTS be used in any way: Exhausted Advancements don’t increase the To make a Diplomacy Test, roll a die and add Warp distance of your Ships, Exhausted Trade Agreements may not your Ascendancy. If the total is higher than the be revoked, discarded, traded, etc. Ally’s Diplomacy Number, you’ve passed the test and can claim the Ally Card. ONLY LATINUM LASTS FERENGI TRADE AGREEMENTS If you pass the Diplomacy Test, set the Ally Card in front of you. Profit is what really matters! Ferengi may purchase Culture Ferengi Trade Agreements work Ally cards either count as Trade Agreements or have a Special Tokens for 5 Production - and many Ferengi Advancements differently than other players’ Rule you can use. If you fail the Diplomacy Test, place the Ally increase the amount of Production the Ferengi Generate. agreements. Rather than producing Card on the bottom of the Exploration Deck - not in the discard a specific number of Resources, rivals In their single minded pursuit of profit, Ferengi are happy to pile. Don’t reshuffle, just place the Ally on the bottom of the who hold a Ferengi Trade Agreement demolish native paradises and despoil ancient ruins: Ferengi Exploration Deck. receive a number of Production equal may always build Production Nodes on a System, regardless to the number of their Systems that of the System’s normal Resource Node Capacity. They can’t WRIT OF ACCOUNTABILITY Occupied by Ferengi Ships. exceed the normal number of nodes. The Writ of Accountability is a new In turn, the Ferengi’s starting Crisis Card that goes back into the For example, if a System could normally hold two Research and Advancement has a similar rule: it Exploration Deck after it is resolved, one Culture Node, the Ferengi could fill the System with up to three Generates a number of Production for instead of going into the discard Production Nodes. the Ferengi equal to the number of pile. After resolving the Writ, do not PROFIT OVER PROFUNDITY other players’ Systems in which they shuffle the discard pile back into The Ferengi penchant for profit means they don’t spend a lot have Ships. Profits for Everyone! the deck; only shuffle the Writ of Accountability back into the of time building up great cultural institutions - Ferengi may Exploration deck. Doing so will also shuffle any unclaimed Ally not ever build Culture Nodes. Their starting Culture Node on The Ferengi have cards that are on the bottom of the deck. ships in orbit of 3 Ferenginar may be their only one, unless they take Control of Both the Crisis Cards require a Diplomacy Test when drawn, as more via Invasion or Hegemony. Systems: If they hold a Ferengi shown in the upper right hand corner of the cards. However, other species find the Ferengi extremely off-putting, Trade Agreement, the making Hegemony difficult. Ferengi don’t add their Federation will receive NEW PHENOMENONS Ascendancy when 3 Production. This expansion includes two new making Hegemony The Ferengi will Phenomenon, both of which have attempts. They can still receive 3 Production special rules. Each discs’ rules attempt Hegemony, from their Starting state how Ships are affected. but it is much more Advancement, These special rules are in difficult without the regardless of Trade addition to all normal rules for addition of their current Status. Phenomenons. Ascendancy. The Fetid Surface of Ferenginar