Richard Young
Canada Victoria BC
Old Ways Are Best!
Check Six!
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JohanCarstensen wrote: There are basically no issues with the warlord role.
Let me then ask you this: When are you happier to see the Warlord role selected? That is, when you've selected it or someone else has?
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Piere risero
United States Salt Lake City UT
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I must agree that I don't like the regent role, I dont like the long range influence in a game that is built around area control. But its also nice piece of gameplay. If you got cornered by two powerful neighbors and wanted to get across the map to unclaimed or poorly defended planets you could throw both influence and maybe even buy a third to build a starbase, allowing you to build ships there. That is awesome, but at the same time I hate the idea of one of my planets I conquered suddenly not being mine, and having no defense because i placed my influence first. Its also worth mentioning the black hole allows players to move anywhere. When you combine that with regent, nowhere is safe and borders loose their value. Its hard to keep everyone within reach but still have a defendable homeland. The sun idea was great and really bridged the opposite sides of the map, so are the homeplanets. I like borders, especially when I can build star basses at strategic locations. My solution to this predicament would be that a player can use their influence to upgrade/downgrade a starbase but not completely remove it. In the end I feel like the regent phase brings more complexity to the game than it does fun and for this reason I'm tempted to house rule it out and move turn order like a dealer button. Also what do you guys think about each player placing one influence at a time going twice through all players then a third time for purchases and finally the regent chooser going last. This would give the players more opportunity to react to each other, and ultimately interact with each other. Sorry to be so long winded.
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Jason Quintal
United States Burlington Massachusetts
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It seems that military is more powerful then the regent role in general. At max you can get 3 chips to influence planets using the regent role. How many battleships can you produce in one turn? As many as you have resources for.
It is the *coupling* of the explore token that really sets the regent action in motion. If one player explores a new planet, puts down an empire token and then gets 3 influence tokens on top of that, they get a maximum of 4 influence tokens per turn.
I think you're reacting more so to being ganged up on then the particular mechanics of Galactic Emperor. Same thing happened to me in the game Small World.
When a board is as congested as these are playing 5-6 players, interaction between players is GUARANTEED.
But I do agree with you in one factor. Games such as Galactic Emperor and Small World DO put you at a severe disadvantage if you get cut down at the knees in the first few turns.
What is the solution? 1. DO NOT spread yourself too thin in the opening rounds of a game. 2. Play defensively if possible in opening rounds. 3. Look inconspicuous and don't take the highest yielding planets (if you do, you're just asking for trouble). 4. Bring better snacks next time. Maybe opponents will be less likely to attack you then! (read as: better your diplomacy skills). 
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Johan Carstensen
Sweden Stockholm
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Piere risero, I think you captured my feelings as well. I suggest try and play Eclipse, it's the same "ships" but a total different feeling =)
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