Ascending Fate: The New Diceless Wargame | Essen Spiel Interview
In the wargaming hobby, we live and die by the dice. They are the engine of our greatest triumphs and most frustrating failures. So, what happens when a game takes them away entirely? That’s the bold idea behind Ascending Fate, a new sci-fi skirmish game that is completely diceless.
This concept was so unique that our CEO Bart had to sit down with the developers at Essen Spiel to find out how a wargame even works without dice. We talked about its card-based “called shot” system, its durable Unicool models, and its PC-style tutorial campaign.

Our Interview with the Ascending Fate Team
A Diceless, “Called Shot” Combat System
Bart – Head of Studio:
Ascending Fate is a new diceless tabletop wargame. The concept of a “diceless wargame” may sound unusual, so let’s explore what the game is all about.
Ascending Fate:
Yes. We use cards for the hit determination and cards for the damage determination. And our units have attributes, and each attribute is dependent on a body location. And there are six body locations: the head, the torso, the abdomen, the legs, and the arms. If you want to hit somebody, another unit, you can choose two locations, and the defender can select three, for example. And if the defender matches the attacking one’s, then the attack is defended.
A “PC Tutorial” Starter Box
Bart:
If I understand correctly, this is a relatively new game. Are there more factions available, or just the starter box? Can you tell me more about it?
Ascending Fate:
We have a two-player starter box with the rulebook and everything you need to play. And also, there is a starter campaign. It’s built like a PC tutorial for a PC game. And in the first missions, you learn how to walk, how to measure distances, the hit and damage determinations. And by each scenario, you learn more of the rules, so at the end of the campaign, you have all the rules.
Bart:
Alright, how many factions are currently in your game?
Ascending Fate:
In the starter box there are the Mercenaries. It’s their own faction, and besides that, we have four other factions. It’s a military faction called Complex, a Viking Cyberpunk faction called Arvinger, a Mutants faction called Mersch, and a mysterious tribe faction called Undarn. Like they are a bit Celtic.

Game Size, Time, and Terrain
Bart:
Okay. What’s the typical game length?
Ascending Fate:
In the starter campaign, I think the first scenarios are just 20 minutes. And if you play a normal game, with a decent amount of crew members, it’s around 90 minutes to two hours.
Bart:
How many models does each army have per side?
Ascending Fate:
For a 90-minute game, it’s around six to seven units per side.
Bart:
What’s the ideal playing space for this game, and what’s the typical board size?
Ascending Fate:
For two players, it’s 90 by 90 centimeters (three by three foot).
Bart:
I’m curious about the terrain requirements for your game, as Infinity needs a substantial amount. How many terrain pieces are typically necessary for a proper game?
Ascending Fate:
Yeah, terrain is important, but you can play it with less than Infinity. But it’s important because it’s better to have cover, for example. You can use the terrain for your tactical advantages.

Durable Models and Future Plans
Bart:
What materials are your models made of? Do you use resin, plastic, 3D prints, Unicool, or Siocast?
Ascending Fate:
It’s a Unikool plastic, like from Artel W, or some of the Infinity miniatures are also from Unikool plastic. Yes.
Bart:
What are your game development plans for the coming year?
Ascending Fate:
We have already a preview for the next wave, I call it, in the next year. And from December, we are selling the stuff we had on Kickstarter last year.
Bart:
Are there any plans for a future campaign on Kickstarter or Gamefound?
Ascending Fate:
Maybe in two years, we have a bigger expansion for Gamefound.

Multiplayer and Competitive Play
Bart:
This game is designed for two or more players. Can it be played with three or four players?
Ascending Fate:
Yes.
Bart:
How it works?
Ascending Fate:
If you play with three or four players, you need a bigger board, 120 by 120. And normal games are mission-based. Each player draws a mission at the beginning, and if you have more players, you have more missions. But all players can accomplish one mission, also the missions from the other players.
We have small cards where it’s shown where you have to put the mission markers. If you have two players, it’s the other card as with three or four players. So it’s a fair setup.
Bart:
Is this game more about competition or a story-driven experience?
Ascending Fate:
I think it’s more competitive… Yes. But not that competitive like, for example, Infinity.
Bart:
Do you organize or support tournaments of any kind?
Ascending Fate:
Yes. We have plans to do that in, I think, from March or April next year. Yeah. So, if some store is interested in that, they can contact us.
Bart:
Okay. Thank you for the interview!
Ascending Fate:
Thank you.

A Game of Pure Strategy (And Great Models)
A diceless game like Ascending Fate is all about your choices. Your victory comes from your positioning and your ability to out-think your opponent. It’s a game of pure tactical skill.
In a game this focused, every single model matters. Your 6 or 7 crew members are the tactical tools you’ll use to execute your strategy. The great news is that the game uses Unicool plastic, which is really nice for painters. It’s less brittle than resin and holds a lot of sharp detail.
You’ve got your Viking/Cyberpunk Arvinger faction picked out. You love the models and you’re ready to test your strategic skills on the tabletop. Maybe you’re a tactician at heart, and you’d rather spend your time practicing the combat system than painting.
This is where we can help.
Your job is to be the one calling the shots. Our job is to give you a great-looking crew that looks as sharp as your tactics. We’ll get your models painted, based, and ready for you to deploy.
Book a commission here.


