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Adam Mitchell
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I've been waiting patiently since it was released for someone to post an English review of this game. Since no one has yet, I suppose it's up to me.

Shards of the Throne introduces three new races to the Twilight Imperium Universe: the enigmatic Ghosts of Creuss, the prolific Arborec and the fearsome Nekro Virus. The Ghosts are my favorite race of the seventeen and with their wormhole abilities have fantastic maneuverability. One can ignore that, though, and still do very well with the Ghosts. The Arborec and the Nekro, on the other hand, are definitely for experienced players, since each changes something fundamental about the game for their controller.

The leafy Arborec cannot build Ground Forces with their Space Docks, while their Ground Forces can build as if they were a one build limit space dock each, provided they hadn't moved that activation!

The Nekro Virus cannot gain Technology advances in the normal way; whenever they would gain an advance by the standard means they instead receive thee Command Counters. The Nekro compensates for this with the ability to copy a single Technology advance from an opposing player once per battle, provided they destroy at least one of his ships in a space battle or one of his Ground Forces or Mechs in an invasion combat.

I had a bad experience with the Nekro, but on the whole I have to say I approve of all three Shards races as worthy additions to the game.

Not much to say about the new Action cards, Political cards and Map tiles, except that the Gravity Rift is an interesting special addition. Those who enter this black hole are destroyed when leaving it on a roll of 1-5, rolling separately for each ship, unless you have Gravity Drive.

Gravity Drive is a Blue Tech, and certainly the most valuable of the four new Techs. It allows you to move out of a Gravity Rift tile without rolling, and adds one of the movement of any of your ships which start their turn adjacent to a Gravity Rift or Wormhole.

Duranium Armor is a Red Tech which lets you repair one damaged ship or Mech at the end of each round of combat, and has considerable value if you stock up heavily on such units.

Then we have Neural Computing, a Green Tech that lets you purchase new Technologies for two less resources, and Transfabrication, the Yellow Tech enables you to scuttle your own units at the start of the Build Units step of system activation to gain one Trade Good each.

As with Shattered Empire, Shards of the Throne provides several optional rules for you to include. The first is Preliminary Objectives. When using Preliminary Objectives, every player is dealt a PO instead of a Secret Objective at the start of the game. When the PO is completed, that player gains a Victory point and draws a Secret Objective.

Let me be clear: I absolutely LOATHE Preliminary Objectives! Whoever was in charge of making sure the various Objectives were relatively balanced did a terrible job. The variance in difficulty between them is extraordinary, and can best be demonstrated by listing four in particular. The first requires you to have all five Dreadnaughts on the board. The second requires you to have three Yellow Technology Advances. The third is completed if you control a planet that was controlled by an enemy player this round. And the fourth is completed if you control two systems adjacent to Mecatol Rex. See what I mean?

Add to that the fact that Secret Objectives usually take a large amount of work to set up in the first place, yet you won't even receive one until you complete your PI, thus greatly lessening the chances that you'll be able to fulfill your Secret Objective! I therefore recommend passing over this option every time.

The next option offered is a Race Specific Technology for each race in addition to the ones offered in Shattered Empire. A few of these new Racial Techs can only be used in conjunction with Shattered Empire, but since SE "fixes" the base game, this shouldn't be a problem. I liked the Race Specific Technologies in SE and I was equally pleased by the new ones here. Admittedly, some aren't worth having, while others you don't want to pass up, but unlike the PI's the differences aren't nearly enough to unbalance the game. The Racial Techs also provide a great deal of flavor to each race and a way to further differntiate the races from each other.

The third option also allows you to further customize each race with specific Flagships! Every race has a card detailing the powers of their specific Flagship, which can only be constructed in that race's Home System. Here again there is considerable variance in the value of each Flagship, and those which have a Movement of two have a big advantage over those which can only move one. It's not always worth building your race's Flagship, but I would argue that they're always worth having in the game.

The Final Frontier option is basically Distant Suns for the empty spaces, activated when one or more ships end their movement in that space. The effects vary all the way from triggering a Supernova to a Precursor Space Station which allows the player who controls that system to win with one less victory point than normal! I recommend this option highly, since it adds tension and suspense while not providing the kind of luck-based game imbalance Distant Suns can; after all, no one is forcing you to stop in those empty spaces. One could argue that having the Precursor Space Station nearby is a pretty big benefit, but it'll be a big target and provides added incentive for space battles between the players.

Option Five, Mechanized Units, give you a new unit to occupy and invade planets. You're limited to only four of these, each of which cost two Resources, roll two dice each combat round, hitting on six or more, and possess the Sustain Damage ability. They are also immune to Distant Suns, bombardment, Action cards which affect Ground Forces, and PDS shots. All in all they're pretty invaluable units, and since they each only take up one transport slot they allow for potentially a much bigger punch against heavily garrisoned planets. Again, I can see no downside to using Mech units.

Then we have the Mercenaries, along with the new Strategy card of Trade III. Trade III finally allows you to benefit immediately from the Trade Agreements you make that turn, as well as allowing you to draw two Mercenary cards and pick one to hire, placing it on a planet you control. Mercenaries have their own ships, can fight in both space and ground combats, and have an Evasion score (except one, how has the Sustain Damage ability!). Every time a Mercenary takes a hit (and they can only be assigned one hit per combat round unless there are more hits than you have units to take them)the controller rolls one die. If the score is equal or greater to the Evasion score, the Mercenary avoids the hit! Each Mercenary also has a unique and usually valuable special power.

Their only drawbacks are that you must pay one Trade Good for each mercenary you have previously hired whenever Trade III is activated, and they cannot be used to take control of planets; in fact, if a mercenary is your only force on a planet, that planet reverts back to being neutral!

I like the new Trade III and the inclusion of Mercenaries really gives the players an extra incentive to take that Strategy card. I've seen the presence of a Mercenary decide some game-changing battles and I think you'll have considerably more fun with them than without them.

Political Intrigue is another great option, since it gives each race three different Representatives to send to the Galactic Council for votes, each of which has his or her own unique power. Represtentatives come in three types: Councilors, which usually have the most potent powers, Bodyguards, which cannot be assassinated, and Spies, which most often have the power to Assassinate. If your representative should be killed before the vote is taken, you receive no votes in the Council that turn and the political card is decided without your input.

This option also provides you with five Promissory Notes. One allows you to take all of that player's Trade Goods, another can be used once to force him to retreat from a space battle, etc. You can offer one of these notes to another player before a vote, and he can either accept or reject it. If he accepts it, he must vote the way you wish on that action. The only card which can be problematic is Support for the Throne, which allows the player you give it to to win with one less Victory point; make sure you only offer that one if the political card being voted on is worth it! Political Intrigue is really enjoyable and takes surprisingly little time; once more, this is an option I can recomend without reservation.

Lastly, we have the scenario! Shards gives you the map and option of playing out the Fall of the Empire, allowing one player to play the vanished Lazax, rulers of the Imperium! Sadly, I've not yet had a chance to play this scenario and so will not bother going into the details, but I would really like to give this one a shot. The only change I would make is to take out the ridiculously hard Objective card which requires three players to retain your Treaty cards.

Shards of the Throne isn't needed to "fix" the base game the way Shattered Empire is, or the way Dunwich Horror is for Arkham Horror. It does, however, add quite a lot to your Twilight Imperium experience and is well worth the money spent to acquire it.
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  • Last edited Sun Jan 22, 2012 7:08 am (Total Number of Edits: 1)
  • Posted Fri Jan 20, 2012 8:05 pm
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Justin Hoeger
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Great writeup! Here's the crux:
Solan wrote:
Shards of the Throne isn't needed to "fix" the base game the way Shattered Empire is, or the way Dunwich Horror is for Arkham Horror. It does, however, add quite a lot to your Twilight Imperium experience and is well worth the money spent to acquire it.

And I fully agree.

One note: Not all Mercenaries can evade; at least one has Sustain Damage instead.
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JJ Belyeu
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Great writeup. This expansion certainly does add a lot to the game, and I personally use Trade III, and Assembly II in all my games now.

You are definitely right about the PO not being balanced though. When playing, I sometimes seperate them before the game into piles of easy, medium, and hard and deal them out according to the player experience level.

I do feel that playing with them when the Yssaril are involved is almost neccessary though, just to help slow them down.
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Scott Lewis
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Sarcasmorator wrote:
Great writeup! Here's the crux:
Solan wrote:
Shards of the Throne isn't needed to "fix" the base game the way Shattered Empire is, or the way Dunwich Horror is for Arkham Horror. It does, however, add quite a lot to your Twilight Imperium experience and is well worth the money spent to acquire it.

And I fully agree.

One note: Not all Mercenaries can evade; at least one has Sustain Damage instead.

Well, exactly one
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Frank La Terra
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BeerMe wrote:
Great writeup. This expansion certainly does add a lot to the game, and I personally use Trade III, and Assembly II in all my games now.

You are definitely right about the PO not being balanced though. When playing, I sometimes seperate them before the game into piles of easy, medium, and hard and deal them out according to the player experience level.

I do feel that playing with them when the Yssaril are involved is almost neccessary though, just to help slow them down.


How do they slow them down?
 
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Markus M.
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Solan wrote:
Add to that the fact that Secret Objectives usually take a large amount of work to set up in the first place, yet you won't even receive one until you complete your PI, thus greatly lessening the chances that you'll be able to fulfill your Secret Objective!


Agreed - preliminary objectives as written are a bit tough. We houseruled this so that we deal out both secret and preliminary objectives right away but you can only complete your secret objective if you have already completed your preliminary objective. Makes the planning a lot easier.
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Randolph Bookman
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Man I wish I had time to play 12 hour games and that my group liked TI. I'm the only one who cares for it.
 
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miloboy gogogo
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Option Five, Mechanized Units, give you a new unit to occupy and invade planets. You're limited to only four of these, each of which cost two Resources, roll two dice each combat round, hitting on six or less,


Six or more ?
 
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Robert Nicewander
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6 or more. They also have sustained damage and are immune to just about anything that mentions having Ground Troops as their effect target.
 
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Adam Mitchell
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miloboy wrote:
Option Five, Mechanized Units, give you a new unit to occupy and invade planets. You're limited to only four of these, each of which cost two Resources, roll two dice each combat round, hitting on six or less,


Six or more ?


Six or more. Sorry about thatmodest. I also added how one Mercenary has Sustain Damage.
 
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Martin Larouche
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Quote:
The first requires you to have all five Dreadnaughts on the board. The second requires you to have three Yellow Technology Advances. The third is completed if you control a planet that was controlled by an enemy player this round. And the fourth is completed if you control two systems adjacent to Mecatol Rex. See what I mean?


Sorry, no i don't. They are all relatively easy.

Five dreadnought requires a couple of turns of resources put into building them. No opponent can trully block this.

3 Yellow techs... requires 1 to 3 turns of resource spending in techs. No opponent can trully block this.

Control a planet controled by an ennemy player... requires only 1 turn, but can usually only be done at best on turn 2 or 3. There's always an easy planet to grab somewhere, making this easy to do.

Controlling two systems adjacent to Mecatol, can be done relatively easilly by turn 2 or 3, depending on the race. It's so difficult to guess and even harder to prevent that no one will make this difficult to do.

They are all very similar difficulty and time required-wise. Of course, some might be easier depending on your race. Building dreadnoughs when you have L1Z1X as your race for example... but then, even the secret objectives have such a tendancy.
 
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Adam Mitchell
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deedob wrote:
Quote:
The first requires you to have all five Dreadnaughts on the board. The second requires you to have three Yellow Technology Advances. The third is completed if you control a planet that was controlled by an enemy player this round. And the fourth is completed if you control two systems adjacent to Mecatol Rex. See what I mean?


Sorry, no i don't. They are all relatively easy.

Five dreadnought requires a couple of turns of resources put into building them. No opponent can trully block this.

3 Yellow techs... requires 1 to 3 turns of resource spending in techs. No opponent can trully block this.

Control a planet controled by an ennemy player... requires only 1 turn, but can usually only be done at best on turn 2 or 3. There's always an easy planet to grab somewhere, making this easy to do.

Controlling two systems adjacent to Mecatol, can be done relatively easilly by turn 2 or 3, depending on the race. It's so difficult to guess and even harder to prevent that no one will make this difficult to do.

They are all very similar difficulty and time required-wise. Of course, some might be easier depending on your race. Building dreadnoughs when you have L1Z1X as your race for example... but then, even the secret objectives have such a tendancy.


Perhaps using the word "difficulty" was a poor choice of phrasing on my part. What I meant to say was that the costs between achieving various Preliminary Objectives are insanely unbalanced and disproportinate. Taking an enemy planet will cost a player what? One command counter, a Carrier and a Ground Force? While building FIVE Dreadnaughts costs you a massive twenty-five resources and more than one turn of construction at your Space Docks, all in exchange for five nearly worthless lemon ships. By the same token, three Yellow Techs costs you up to eighteen resources, THREE choices of Strategy cards, or a combination thereof. A heck of a a huge loss, compared to inhabiting two systems near Mecatol Rix.
 
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Martin Larouche
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Solan wrote:
deedob wrote:
Quote:
The first requires you to have all five Dreadnaughts on the board. The second requires you to have three Yellow Technology Advances. The third is completed if you control a planet that was controlled by an enemy player this round. And the fourth is completed if you control two systems adjacent to Mecatol Rex. See what I mean?


Sorry, no i don't. They are all relatively easy.

Five dreadnought requires a couple of turns of resources put into building them. No opponent can trully block this.

3 Yellow techs... requires 1 to 3 turns of resource spending in techs. No opponent can trully block this.

Control a planet controled by an ennemy player... requires only 1 turn, but can usually only be done at best on turn 2 or 3. There's always an easy planet to grab somewhere, making this easy to do.

Controlling two systems adjacent to Mecatol, can be done relatively easilly by turn 2 or 3, depending on the race. It's so difficult to guess and even harder to prevent that no one will make this difficult to do.

They are all very similar difficulty and time required-wise. Of course, some might be easier depending on your race. Building dreadnoughs when you have L1Z1X as your race for example... but then, even the secret objectives have such a tendancy.


Perhaps using the word "difficulty" was a poor choice of phrasing on my part. What I meant to say was that the costs between achieving various Preliminary Objectives are insanely unbalanced and disproportinate. Taking an enemy planet will cost a player what? One command counter, a Carrier and a Ground Force? While building FIVE Dreadnaughts costs you a massive twenty-five resources and more than one turn of construction at your Space Docks, all in exchange for five nearly worthless lemon ships. By the same token, three Yellow Techs costs you up to eighteen resources, THREE choices of Strategy cards, or a combination thereof. A heck of a a huge loss, compared to inhabiting two systems near Mecatol Rix.


To each his own, but after building 5 dreadnoughts, i am still left with the 5 dreadnoughs. There's another thread for them, but i definitely DON'T find them worhtless. A fleet of dreadnoughts is a mighty fleet indeed and not a lot of opponents will want to mess with you thereafter.

The same with the three yellow techs. They cost more, but you are left with them for the rest of the game after that, gaining their benefits.

The two planets near Mecatol are easilly lost, same with the planet taken from an opponent. In the last case, you might even have made an enemy doing that objective that will hurt you later on and cost you even more in the long run.

The preliminaries are all dependant on the game set-ups. Some might be easier, some might be a tad harder. Some will leave you with nothing after doing them, others with lots of stuff to be used thereafter.

But then, the same can be said of the secret objectives. Those can be unbalanced depending on board set-ups, races in play and other elements.
So i don't see why you descriminate the preliminary, but not the secrets? Preliminaries are just easier to do variations on the already existing secrets.

And contrary to other people's belief, i find the secrets are actually EASIER to do when the preliminaries are involved. Why?
Because when you are not using the preliminaries, half the secrets involve Mecatol. It roughly means half the players will try to control Mecatol at the same time, making it much harder to secure.

With preliminaries, not all player will be ready to go to Mecatol at the same time. It's conquest becomes much easier in my experience as there's usually little opposition to someone who wants to grab it.

The same with the other objectives. Without preliminaries, people go for their secrets right away. With experienced players, they are usually really easy to figure out. Someone is going early for Malice or some other wormhole, 90% of the time, he's trying to secure them.
The player is going out of his way and fighting opponents for no apparent reasons, but is securing planets with tech bonus along the way? Again, his secret is easy to figure out. And so on for all other objectives.
Those players who had their secret guessed are usually really easily countered by the others.

With preliminaries, when the secret are drawn, the player's fleets are already setup on the board. If someone is moving to Malice and some other wormhole then is it because of the secret to secure them or for another reason? It's much harder to guess.
He's got a secret to capture an opponent's homeworld? he already has ships all over the board and probably already two systems away from an opponent's homeworld. It becomes much easier to plan an attack than if he started from his home planet and going straight for his opponent. The attack is much less obvious.

So in my experience, secrets are actually easier to achieve with preliminaries. Before they existed, only 1 or 2 players actually did their secrets in a game. Now, over half of them are doing it. Even players who never could do their secrets before are now achieving them.

Preliminaries also give the new players a chance against the more experienced ones. By the time the experienced players have guessed the preliminaries of other players, they are too late to counter them as it already has been achieved. This works in the newbie defense.
The secrets are then much harder to figure out, as i discussed, again giving the newbie more of a chance against the experienced player.
By "experienced" i don't necessarilly means someone who played a lot, just someone who knows the limited-in-number secret objective cards before playing.

It limits the unfair advantage of the owner of the game who knows the cards before playing...

I doubt we'll play without the preliminaries anymore...
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  • Last edited Thu Jan 26, 2012 2:40 pm (Total Number of Edits: 1)
  • Posted Thu Jan 26, 2012 2:40 pm
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I will concede that terming the five Dreadnaughts "worthless" is an exaggeration on my part-but I would argue not by much. Basically all they're good for is protecting where they were built, and who wants to blow twenty-five resources on that? Yes, you could say they're a "mighty fleet", but one which is unbearably slow and hence all but useless for any offensive operations. Not to mention that while I've been wasting all this time and resources on building Dreadnaughts, I have NOT been building the Carriers, Fighters, Cruisers and Mechs which are actually necessary in the game.

I should probably mention that my group always plays with Artifacts, which only further accentuates the importance of having fast ships, ones which can reach said Artifact worlds.

The same goes for Yellow Techs as for Dreadnaughts. If I wanted three Yellow Techs, I would have bought three Yellow Techs of my own volition, but I will never want three Yellow Techs, ESPECIALLY if I'm using a race which doesn't even start with Antimass Deflectors, much less the essential XRD Transports!

I think you're really stretching the difficultly on the other two Objectives I mentioned to try to compare them to these two; it's not that hard to seize an undefended planet from another player either after he has passed or when he has no unactivated ground forces close enough to retake it. Furthermore, Mecatol often has a lot of empty space around it when my group plays and thus two systems aren't difficult to get. Finally, if you have a neighboring player thin-skinned and petty enough to become your game-long enemy just because you took ONE of his planets to fulfill your PI, for one turn (it's often good diplomacy to offer to give back a conquered planet to the player who originally owned it)then it's likely you would have ended up ticking him off regardless.

Why do I despise the Preliminary and not the Secret Objectives? First, because while the Secret Objectives do vary in cost and difficulty, I find the variance to be far less and much more reasonable than with the Preliminary Objectives. Second, because the PI's bar you from even getting a Secret Objective until your PI is completed. This vastly compounds the already great unfairness for those stuck with the ridiculous PI's, not to mention taking away the time you would usually have to work on completing your Secret Objectives. I fully realize and accept that much of the game is random, turning on the rolls of the dice and draws of the cards, but when one player can be stuck wasting twenty-five resources on all his Dreadnaughts while another only has a to take a planet, then that's too blatantly unfair for me.

You talk about the conquest of Mecatol Rex being easier with PO's like that's a GOOD thing; I don't find it so. I want the game to have lots of space battles and conflict; saying that PI's make taking Mecatol Rex easier is yet another strike against them in my reckoning.

I can't comment on figuring out other player's SO's and blocking them because that hasn't been much of an issue in my group. I will say, however, that the figuring out should be just as easy when you know someone has completed his PO and gotten his SO as when he has his SO initially. The ship distribution might be different and it might be harder to stop, but the same considerations that led you to figure it out when there were only SO's still apply.

And if the players in your group who have the Occupy a Homeworld SO always go right for it at the beginning, then I would say they really need to work on their subtlelty and patiencecool.

Well, I think we've done a good job of presenting our differing viewpoints. The rest is up to the readers. There you have it, folks: the case both for and against Preliminary Objectives!
 
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  • Last edited Sun Mar 18, 2012 5:49 pm (Total Number of Edits: 1)
  • Posted Thu Jan 26, 2012 5:34 pm
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Martin Larouche
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Solan wrote:
I will concede that terming the five Dreadnaughts "worthless" is an exaggeration on my part-but I would argue not by much. Basically all they're good for is protecting where they were built, and who wants to blow twenty-five resources on that? Yes, you could say they're a "mighty fleet", but one which is unbearably slow and hence all but useless for any offensive operations. Not to mention that while I've been wasting all this time and resources on building Dreadnaughts, I have NOT been building the Carriers, Fighters, Cruisers and Mechs which are actually necessary in the game.

I should probably mention that my group always plays with Artifacts, which only further accentuates the importance of having fast ships, ones which can reach said Artifact worlds.

The same goes for Yellow Techs as for Dreadnaughts. If I wanted three Yellow Techs, I would have bought three Yellow Techs of my own volition, but I will never want three Yellow Techs, ESPECIALLY if I'm using a race which doesn't even start with Antimass Deflectors, much less the essential XRD Transports!

I think you're really stretching the difficultly on the other two Objectives I mentioned to try to compare them to these two; it's not that hard to seize an undefended planet from another player either after he has passed or when he has no unactivated ground forces close enough to retake it. Furthermore, Mecatol often has a lot of empty space around it when my group plays and thus two systems aren't difficult to get. Finally, if you have a neighboring player thin-skinned and petty enough to become your game-long enemy just because you took ONE of his planets to fulfill your PI, for one turn (it's often good diplomacy to offer to give back a conquered planet to the player who originally owned it)then it's likely you would have ended up ticking him off regardless.

Why do I despise the Preliminary and not the Secret Objectives? First, because while the Secret Objectives do vary in cost and difficulty, I find the variance to be far less and much more reasonable than with the Preliminary Objectives. Second, because the PI's bar you from even getting a Secret Objective until your PI is completed. This vastly compounds the already great unfairness for those stuck with the ridiculous PI's, not to mention taking away the time you would usually have to work on completing your Secret Objectives. I fully realize and accept that much of the game is random, turning on the rolls of the dice and draws of the cards, but when one player can be stuck wasting twenty-five resources on all his Dreadnaughts while another only has a to take a planet, then that's too blatantly unfair for me.

You talk about the conquest of Mecatol Rex being easier with PI's like that's a GOOD thing; I don't find it so. I want the game to have lots of space battles and conflict; saying that PI's make taking Mecatol Rex easier is yet another strike against them in my reckoning.

I can't comment on figuring out other player's SO's and blocking them because that hasn't been much of an issue in my group. I will say, however, that the figuring out should be just as easy when you know someone has completed his PI and gotten his SO as when he has his SO initially. The ship distribution might be different and it might be harder to stop, but the same considerations that led you to figure it out when there were only SO's still apply.

And if the players in your group who have the Occupy a Homeworld SO always go right for it at the beginning, then I would say they really need to work on their subtlelty and patiencecool.

Well, I think we've done a good job of presenting our differing viewpoints. The rest is up to the readers. There you have it, folks: the case both for and against Preliminary Objectives!


Your group's playstyle differs from mine, on that i agree.

Artifacts are not sought after until the end game with us. They switch from one player to another too much and are too hard to keep for them to be worth protecting during the course of the entire game.
The fight for artifacts begins when one player is close to having his 9/10 VPs.

I also find Dreadnoughs especially useful and definitely worth it most of the time. Especially now with the gravity drive which do give them move 2 most of the time. Their bombardment abilities means i focus much less on massive ground forces and more on ship battles. This is a personal play-style mind you, but i have great success with these kind of strategies.

XRD is a great tech for sure, but i won more games without ever having researched it than games where i did have it. I do not find it the end all of all technologies. A really good one, but not *the best*.
Gravity Drive replaces it most of the time rather effectively (depending on map set-up), placing strategic space docks to produce closer to your objectives, gaining techs that let other ships than carrier carry troops, having moving space docks (Saar), having a flagship that carry troops for 2 movement...
If i know i am going for the warsuns (playing Muaat is obvious), i don't even bother with the XRD as they will be a waste of resources.

It seems for me that there's always a situation where the XRD can be strategically or tactically done differently. To me, it's a good tech, but not so much as the Hylar V, Deep space cannon, anti-fighter (depending on the opponents), cybernetics and even the starting yellow techs which i especially like to start with.
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Johan Carstensen
Sweden
Stockholm
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After about 12 games played there is still more things to explore with this expansion.
 
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