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Twilight Imperium (Third Edition)» Forums » Sessions

Subject: Epic Sunday Event in our Boardgame group. rss

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Ton van der Velden
Netherlands
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Last Sunday it we started finally with our planned epic game event. We selected for this Twilight Imperium 3rd Edition and we managed to get 7 players for the entire afternoon and evening.

Since most of us were newbies to this game (only 2 other players and myself had played the game once), we decided to play the game in basic mode with the following enhancements/options: 7 player board, initial pick of all races, all technologies including the racial technologies, Flagship option, all action cards in the ac deck. And yes, we did play with the original strategy cards. We did know that this could have an significant impact on the game... Therefore we had a kind of agreement that picking the Imperial Strategy Card should be done in a fair way since the object of our game was to have fun and learning to play the game.

The races picked were, starting from my left hand: Yin Brotherhood, Sardakk N'orr, Winnu, Embers of Muaat, Mentak Coalition, Nekro Virus and I played the Universities of Jol-Nar.

The building of the map was quickly done and found out that I had an strategic advantage with many planetary systems (with tech specialisations) close to my home system. To my right a corridor of empty systems between my and my Nekro Virus neighbor. Also no special systems were close to me. Perhaps my previous game was helping me to get this advantage but the other players contributed also to this.

The game developped quietly in the begin, everybody racing for the adjacent planetary systems except the Yin Brotherhood who raced for Mecator Rex. The Imperial Strategy Card was picked in the first 3 rounds by 3 different players. During the 4th round Sardakk N'orr had the option between Diplomacy and picking the Imperial Strategy Card for the second time. He decided to choose that one. At that point we all were convinced that diplomacy was a useless card so nobody had any problems. However, when Sardakk N'orr had picked the Imperial Strategy Card a third time (at turn 6) strategic alliances were formed to prevent a simple victory for Sardakk N'orr. At that moment Sardakk N'orr had 5 victory points (with 2 more to follow from the Imperial Strategy Card this turn), followed by Universities of Jol-Nar with 4 and the Mentak Coalition with 3 victory points. The others were more behind due to passive strategies and stalemate battles.. I managed to claim my 5th public objective that turn and had the first pick for round 7.
With also my secret objective achieved (but not yet claimed) I accepted the offer of the other players to claim the Imperial Strategy Card. From that moment the game was decided... Claiming another public objective was easy since all other players focused on Sardakk N'orr in despair and complaining the easy victory for Sardakk N'orr. I had trouble to convince everybody to finish the round..(yes, I admit... I wanted to taste the victory) and I ended the round with 10 Victory points.

Lessons learned: there is no such thing as a binding agreement when victory is at someone's reach in this game. We were warned regarding the Imperial Strategy Card by lots of people in the Internet. Next time we will play with a variant.
Second, to win the game you have exploit your strengths to the limit... A Nekro Virus player that does not attack its neighbouring University of Jol-Nar because of 3 upgraded PDS units has no chance at all...
Third, playing with 7 people takes about 8 hours, and we didn't have a lot of battles. So commitment to play a for the full period seems necessary to me.
Fourth: playing Twilight Imperium is fun if you like these kind of games. We will surely do it again in the near future.
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Scott M.
United States
Winter Springs
Florida
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Twilight Imperium (Third Edition) » Forums » Sessions
Re: Epic Sunday Event in our Boardgame group.
Ahh...loved that it was mostly new playes and they enjoyed it.

6 players is ideal, and your next game will go much faster now hat you have some experience under your belt!

Nice review.
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Quote:
we had a kind of agreement that picking the Imperial Strategy Card should be done in a fair way


You know, comments like this I just don't get. You're picking up free VPs with this card, yes, but how can it be any more fair? If you had Initiative last turn, you get ISC this turn. If you have the next pick in line, you pick Iniitiative to guarantee ISC next turn.

Do you have to plan around it? Yes.
Do you need to plan your strat card picks to maximize it? Yes.
Does that make it unfair? No.

There's a reason that the more overtly beneficial strat cards have high numbers as a balance for that. Warfare and Tech are really helpful, yes, but you're giving up the chance to get those 2 VPs by picking it. Plan accordingly.

Biggest reason to have the ISC in the game is to make sure that points are constantly being scored. It's a game clock. But I'm not convinced it's broken.

Sorry, /rant off. Glad you all enjoyed it and hope that you have many more great games! 7 players sounds amazing!
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Simon Kamber
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solclaim wrote:
There's a reason that the more overtly beneficial strat cards have high numbers as a balance for that. Warfare and Tech are really helpful, yes, but you're giving up the chance to get those 2 VPs by picking it. Plan accordingly.


You might change your mind on that subject the first times someone plays public disgrace as you are about to draw initiative.

The difference between a player who gets to draw ISC two times and one who only gets to draw it once is bigger than most things you can 'plan according to'.
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Brian Petersen
United States
Texas
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The worst is Determine Policy AC to play PC Strategic Shift when you have Initiative and about to win. You have to give Imperial to the lowest VP person so nobody plays kingmaker, and the whole table is bent on either giving you the highest number card or the least useful strat.

In the last base game I played, this happened and I lost with 12 VPs to the Yssaril with 10 because they asked and received Initiative from a new player, and gave me Tech. The only preventative measure to these situations is to have an Agent or draw a Sabotage. If Strategic Shift comes up on its own accord, you have to be the Xxcha.

That game clock action makes winning the first Speaker roll a disadvantage. You have an extra 2 VPs, but you did not take an extra system or improve your resources to defend yourself.
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