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Twilight Imperium (Third Edition): Shards of the Throne» Forums » Rules

Subject: PC for TG rss

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Frank Engbjerg
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many play with the rule that you can trade PC for TG..

i can't finde it in rules or faq???

where dos this com from??
 
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Christopher Halbower
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It's in the rules.

Shattered Empire, page 15
Quote:
Spending Political Cards as Trade Goods
A player may, at any time, discard a Political Card from his or her hand instead of spending a Trade Good.
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Matthias T
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this comes from the Shattered Empire expansion. The rule is in the sidebox on page 15 where the variant strategy cars are explained:

Quote:
Spending Political Cards as Trade Goods

A player may, at any time, discard a Political
Card from his or her hand instead of spending a
Trade Good.
It works in combination with the variant strategy cards rules on page 9

Quote:
Each player receives 2 Political Cards at the
start of the game. Players will have a hand of Political
Cards in addition to their hand of Action Cards
throughout the game
Edit: ninjaed
 
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Bill Norton
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F_engbjerg wrote:
many play with the rule that you can trade PC for TG..

i can't finde it in rules or faq???

where dos this com from??
Many also house rule this rule as it is a pretty bad rule.

Bill
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Frank Engbjerg
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thx.. i think this rule sucks..
the group i play with never youse this..
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Dustin Shunta
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I think this rule has pros and cons.

On the pros side, I think having a few extra resources available on turn 1 makes the game more interesting because it enables additional strategies. For example, an early technology can be purchased and used to frame your game or a particular assortment of units can be built to accomplish a specific goal.

On the con side, it probably is the correct play to use your PC ASAP because you generally get more value from 1 TG than the ability to read a specific law.

I wish there was a bit more balance, for example, I wish that you got an extra vote for every PC in your hand (or something similar) so that spending your PC was more of a decision.

We have played before with the rule that whenever you would gain a PC you gain a TG as well, but PC aren't discardable. This is okay I guess.
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Martin DeOlden
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Jimb0v wrote:
I think this rule has pros and cons.

On the pros side, I think having a few extra resources available on turn 1 makes the game more interesting because it enables additional strategies. For example, an early technology can be purchased and used to frame your game or a particular assortment of units can be built to accomplish a specific goal.
Which is why I start all players with 2 TG at the beginning of the game and disallow the PC as TG rules in the game.
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Fedor Syagin
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tawnos76 wrote:
Jimb0v wrote:
I think this rule has pros and cons.

On the pros side, I think having a few extra resources available on turn 1 makes the game more interesting because it enables additional strategies. For example, an early technology can be purchased and used to frame your game or a particular assortment of units can be built to accomplish a specific goal.
Which is why I start all players with 2 TG at the beginning of the game and disallow the PC as TG rules in the game.
It is possibly a bad rule. Having 2 tg is possible fix but it makes assembly strategy weaker (you get 2 political cards - nobody ever cares!)
Also TG can be stolen by various abilities and action cards - Political Cards - not so much. So having hand of political card can be somewhat safe reserve. Yes you might be forced to play one...

Overall i would be happier without this rule, but i don't like making assembly even more useless than it already is. Also if you play with Domain Counters - than whoever is unlucky guy to get hostage situation - has no way to pay for it without either 2tg at the start of 2 political that can be traded.
 
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Martin DeOlden
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garfielder wrote:
tawnos76 wrote:
Jimb0v wrote:
I think this rule has pros and cons.

On the pros side, I think having a few extra resources available on turn 1 makes the game more interesting because it enables additional strategies. For example, an early technology can be purchased and used to frame your game or a particular assortment of units can be built to accomplish a specific goal.
Which is why I start all players with 2 TG at the beginning of the game and disallow the PC as TG rules in the game.
It is possibly a bad rule. Having 2 tg is possible fix but it makes assembly strategy weaker (you get 2 political cards - nobody ever cares!)
Also TG can be stolen by various abilities and action cards - Political Cards - not so much. So having hand of political card can be somewhat safe reserve. Yes you might be forced to play one...

Overall i would be happier without this rule, but i don't like making assembly even more useless than it already is. Also if you play with Domain Counters - than whoever is unlucky guy to get hostage situation - has no way to pay for it without either 2tg at the start of 2 political that can be traded.
The Hostage situation DS is one of the reasons I adde the 2TG to everyone when we play without the PC as TG rule.

I also use the Galactic Senate variant where all players post up one Political Card in their hand to the board so that when the it is time to choose a vote those are the ones they have to choose from.
I have also gone through the PC deck and removed a lot of the chaff so that most votes have some impact on the game.
 
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