Ingo Griebsch
Germany
Bochum
North Rhine-Westphalia
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Hi all,

I own TI3 and both expansions Twilight Imperium (Third Edition): Shattered Empire and Twilight Imperium (Third Edition): Shards of the Throne and I'm planing a round of TI3 with 4, maybe 5 or 6 players.

The veterans are keen to play with both the expansions to see what the flagships and the III cards do but we will have some newbies in the round which don't even know how to play the game at all.

So I would like to hear some advices and hints what we should include in the game.
 
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Necessary Evil
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Glen Arm
Maryland
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Most of the III cards are not worth it... I would use just techs, flagships , planets and tanks (although these things are insane too).

-M
 
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Starkiller
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Wasilla
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Check back a few pages in the forums....this has been asked a few times! I would love to answer, but I'm visiting relatives out of state.
Really need to get off BGG...
 
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David Villa
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California
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I ran a newbie game myself, tailored to new players, and also experienced a game at a convention with a few newbies that used too many optional expansion rules and was difficult for them. Based on these two experiences, I feel I can make a recommendation on what works best for new players.

Here is my advice:

- Use a pre-generated map, don't randomly draw tiles for setup. You can download pre-generated maps based on number of players at the Fantasy Flight web page. Pre-generated maps level the playing field for all players. There is nothing worse than a random map that places obstacles and fewer planets near the newbies and gives an advantage to the experienced players before the game even starts.
- Use the option where all the public objective cards are face up from the beginning of the game. This allows new players to know how to score VP's and plan longer term strategy. Otherwise, experienced players will have a big advantage as newbies lag behind, trying to adapt their strategies to newly revealed objectives and usually will choose to only focus on the first few objectives that were revealed early and they started working on at the beginning of the game. If they are all exposed from the beginning, the last objective in line may suit the newbies playing style better and allow them to start working on it from the beginning, allowing them to formulate a pro-active, rather than re-active VP strategy.
- Use only the more straight forward races. You don't want a newbie to end up with a very complicated race that has subtle abilities that will confuse them. You can even allow the newbies first pick of the races and push them towards the stronger ones like L1Z1X and the Hacan. Sol and Letnev are also good for new players.
- Dont use leaders, mines, shock troops, mercenaries, flag ships, etc. These rules add more complication beyond what new players can usually process.
- Use the basic political cards. I know experienced players hate the Initiative-Imperial cycle that these cards create, but for new players, this ensures a guaranteed VP gaining process that will help keep them competitive in the game and serves to emphasize how important VP's are. If you have very experienced players that have a high win-rate playing, you can further handicap them (and make the game more challenging for them and fun for the newbies that will actually have a chance at winning) by house-ruling that the veterans cannot choose Initiative on their first opportunity when it is available. This will put them behind the newbies by 2 VP's and make it a challenge for them to catch up, relying on their experience with combat, and economic/political strategy to make up the points.
- Your goal should be to facilitate a great game experience for the newbies, not give the experienced players a challenge with the added complexity they desire. If a newbie experiences a game where they lose by 6 VP's and are behind the whole time, getting exploited by the experienced players, they will look back on this horrible 8 hour game experience as one they never want to have again. If they win, they will be begging you to play it again!
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Marcin Niedzielski
Poland
Szczecin
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Twilight Imperium is very long game. Because of my work and family I can't play as long and as often as I'd like. Slow addition of elements is good for people who can spend a lot of time on the games. I like to perform session I call "Wasted for learning". One game after which we can normally play and have good time in all others. Thats why I adds as many things as possible but I need to feel my self confident with all that stuff.

One Session to learn them all, One Session to explain everything,
One Session to show them all and in the fun bind them.
In the Szuwar's Den where the Gameboards lie.


My gol in that kind of game is not to win but to teach others how to play and show all aspects of the game. After this kind of session people can tell me what they like or not and they know mechanic of the game quite good. If I see that some one is doing something that I thing is bed move I inform that and explain why from my point of view this is not very efficient move. Sometimes I ask rest of players why this move is not good. Trying to force people to move their brains a little bit. This also learning to trace others players actions.

After this kind of training thay can play very nice next time.

It is assume that if someone can not understand something it is not because he is stupid but because I explain badly :]
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Terry Smith
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Peterborough
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So I've recently run two newbie sessions that went well and I used the forums to decide the options. I ended up with:

- base game strategy cards with Imperial II
- domain counters on planets (Distant Suns)
- space counters on empty spaces (Final Frontier)
- pre-generated map
- flagships and all racial tech
- 1st expansion VP cards (Age of Empire, face-up, set game length)
- preliminary objective cards
- Tactical Retreats
- Embers of the Muatt.. odd addition, and personally haven't FORCED the game to include them, but in each game this race is included it seems to have a big bullseye on it...something about the War Sun. Anywho, the player that gets it is ecstatic and the other players are really engaged in dealing with it. I guess even newbs who don't understand the game yet can appreciate the power of that technological terror.


Things not included (the 1st three I really want to try some time):
- Leaders
- Representatives ie. Political Intrigue
- Mercs
- Mechanized Units
- Mines
- Simulated Turns
- Voice of the Council political VP (although I think I'll put this in next time)

I didn't put any limits on what races you can choose because of my own unfamiliarity. Just handed out three per player and hopefully they choose one that works for them... or at least looks like them.
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Justin Rio
United States
Bellevue
Nebraska
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previous post
 
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David Damerell
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smittst wrote:
- Embers of the Muatt.. odd addition, and personally haven't FORCED the game to include them, but in each game this race is included it seems to have a big bullseye on it...something about the War Sun. Anywho, the player that gets it is ecstatic and the other players are really engaged in dealing with it. I guess even newbs who don't understand the game yet can appreciate the power of that technological terror.


I think they appreciate it more than they should, actually. What's not apparent to the new player is that without adequate escorts, what you mainly have in a War Sun is a juicy target.
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Thomas Robb
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Calais
Maine
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If you have time, check previous posts
on this topic

There has been many, many discussions
on how to play with newbies
and what parts of the game to use
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