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Subject: Variant Race: Arenal Khanate rss

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Rico Suave
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This is my third variant (and last for a bit until play testing and tinkering the turtles and traders posted earlier in the weekend).



Description:

Over millennia the Arenal trekked the dry and empty waste of their home world, adapting to the environment and developing a highly-structured society around the Khan. Each Khan ruled via a series complex social customs and violent retribution against enemies until the fateful discovery of a rare mineral that drove the Arenal out of their homeland through a combination of military might and environmental degradation. As a result of the immense economic value of their home world, the current corrupt megacorporation has paid ancients to guard their wealth, resulting in a spot even more heavily guarded than the galactic center. However, the Arenal still maintain hope of retaking their land, to the point where they will take out others who stand in the way of their birthright.

Even while removed as the dominant power in their home world, the Arenal have an extensive population and network of agents on the planet Arenal, so contact with other races may be obtained to provide support for the cause, as well as exploring new planets for colonization. Finally, due to their perfection of desert land survival, the Arenal are not knowledgeable about ship blueprints outside of the interceptor and cruiser. The interceptor serves as the primary weapon to retake the home world, with the Arenal’s engineers using the same adaptability to create an external gun, computer, and shield on such a small vessel. As a result, the Arenal have created very expensive, but powerful weapons. All of this, however, means nothing without the comforting sands of home….

Special setup procedure:
After placing the starting home world (the one stating Exiled Arenals), immediately place the Arenal tile next to it in the second level space, place on it a discover tile, two standard ancients, and an ancient dreadnaught.

Starting resources:
1X of all

Starting World:
1X Mining
1X Adv. Mining
1X Science
1X Adv. Economy

Ship Bonuses:
Interceptors: external ion cannon, external electron computer, external gauss shield, 3 initiative
Cruisers: external ion cannon, two initiative
Dreadnaughts: one initiative
Starbases: six external power, four initiative

Ship Weaknesses:
Interceptors: Cannot have hulls, cost increased by two
Cruisers Cost increased by one
Dreadnaughts: Lack starting hulls and computer
Starbases: Same as dreadnaughts

Starting Techs:
Gauss Shield, Neutron Bombs

Reputation:
1 Reputation only slot
4X combo slots

Racial abilities
May explore hexes connecting to Arenal. Hexes connecting to Arenal can be used to establish contact with other races.
Receive two victory points if in control of Arenal at end of game.
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Wim van Gruisen
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Den Bosch
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Initial thoughts:
* I don't see why the race needs neutron bombs as a starting tech. The goal of the Khanate is to reclaim their home sector, but (as it stands at the start of the game) they don't need neutron bombs for that.
* The Khanate can explore hexes connecting to Arenal. Can they still do that if they are not connected with Arenal (for instance, if they lose their homeworld)? Can they still do that if another race controls the sector?
* The trick that the Khanate can explore hexes connecting to Arenal means that they can shut off their neighbour (the race also bordering Arenal) from connecting to the GCDS. If they explore first, they can explore the sector 1 space between that player's home sector and the GCDS, and place the tile so that there is no wormhole between the new tile and the other player's tile.
* Must the player place Arenal so that there is a wormhole connection with the start sector? Or can Arenal be placed on the other side of the start sector, where the start tile does not open to sector 2?
* Arenal looks very powerful; everyone would want a sector where you can potentially place six economy (plus 3 VP, plus an artifact). How is play balance influenced when a military strong sector like Orion or Eridani conquers the planet? They probably have built a fleet that is capable of beating the Ancients before the Khanate has built it. Not just the Khanate, but everyone would want that sector.

You might want to change the rewards for Arenal to protect the Khanate a bit; both the Khanate starting world and Arenal give negative VP, unless the same player holds both sectors, then they turn to positive ones. It gives the Khanate player a larger motive to conquer Arenal than other players and at the same time protects the Khanate homeworld somewhat.
Likewise, give Arenal fewer resources. But make those resources advanced to any race except for the Khanate (that is, all races except the Khanate need Advanced economy / mining / labs to place their pop cubes there).
 
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Rico Suave
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Quote:
* I don't see why the race needs neutron bombs as a starting tech. The goal of the Khanate is to reclaim their home sector, but (as it stands at the start of the game) they don't need neutron bombs for that.


It goes with their story that they are basically refugees with limited knowledge of tech and ships, so they have a tech that makes no sense for them

Quote:
* The Khanate can explore hexes connecting to Arenal. Can they still do that if they are not connected with Arenal (for instance, if they lose their homeworld)? Can they still do that if another race controls the sector?


In the event that they lost the connection or another player controls it I'd say yes. It fits the theme that the lost homeworld has a resistance from the remaining Arenal so they can flee to other areas to set up bases still.

Quote:
* The trick that the Khanate can explore hexes connecting to Arenal means that they can shut off their neighbour (the race also bordering Arenal) from connecting to the GCDS. If they explore first, they can explore the sector 1 space between that player's home sector and the GCDS, and place the tile so that there is no wormhole between the new tile and the other player's tile.


Yes, it would require a lot more diplomacy since they are not only cutting off someone, but they've got a big prize next to their homeworld.

Quote:
* Must the player place Arenal so that there is a wormhole connection with the start sector? Or can Arenal be placed on the other side of the start sector, where the start tile does not open to sector 2?


The Arenal homeworld and the exiled Arenal tiles must connect via wormhole.

The new planets and player board are attached. The lost Arenal homeworld now has sectors only the Arenal can access without advanced techs which have a blue box. They are also 3/-1 with half gold/half red shields to denote that they must be held together for the positive points.
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