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Posts posted by Psyco
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possumman said:
I'd pretty much agree with that; if there are any brand-new players, I'd leave out the Yssaril, Naalu and Saar from the game. Their abilities go against the rules quite a bit, which can be confusing.
Completely agree. I would throw in possibly Jol Nar because I've seen too many newbies get sucked into the "get-lots-of-tech" vortex and never score any points. Also, my group had the hardest time getting the production capacity/resources thing down, so I would suggest getting rid of the Yin because of their flipping ability.
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My group (which consists of about 12 guys who rotate in and out) played this for the first time a couple days ago. We play almost entirely vanilla rules and on the whole the group liked Star-by-Star. They liked the extra negotiations that started at galaxy setup. And it was just nice to do something different. On the flip side, we had some close quarters systems (3 different HS that had only 1 space between it and another HS) and thought that that would encourage turtling, especially from those slow (N'orr) or weak starting units races (Winnu), because venturing out would leave their HS weak. And although this created more negotiations, I could see someone like the Muaat or L1Z1X taking advantage of a weaker starting group and go after them right away on turn 2. Even not being able to activate a HS with turn 1 would still encourage much less agressive play, which my group is fond of. We noticed that there was much less point scoring early on because of the alliances made. But it was only 1 experience. We plan to try again, and when we do I will report our 2nd time impressions.
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I play to have fun and challenge myself mentally against worthy foes. But a big part of fun for me is trying to win. If I'm not playing for VP's, as is echoed in many other posts, I'm just spinning my wheels.
Back in the beginning the goal of many games was just to acquire War Suns. Once that novelty wore off, then we were all shooting for Advanced Fighters. Then we realized that they put objectives and a point track in the game for a specific reason, and thus we realized that that was the end goal.
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A fighter can be taken. No, it supposed to be hit instead of casualty, so it can't take down a War Sun/Dread.

How to pull off a seven or eight player game?
in Twilight Imperium 3rd Edition
Posted
Arvidos said:
I'm hosting a Twilight Imperium game this weekend, and I intend to bring it up to seven or eight players - Six players being our previous maximum. Things tend to drag out with this game though, so I'm going to do my best to keep things running at an optimum.
)
I found these helpful hints - http://www.boardgamegeek.com/article/1290832#1290832 - so I've been compiling a list of things to take care of:
0) Have everyone show up on time! (Big deal for some of us
1) Premade galaxy.
2) Using simulated early turns.
3) Tell players to announce who's next once they've done their move.
4) Assign a whip to help with 2) (Se link)
5) Tell players to be ready to place their command counter/activate their strategy card as soon as they're up.
6) Pass around the strategy card for secondary activation (Se link)
7) Food break.
8) Stop at 9 or 8 VP rather than 10. Establish a time (Like 9 PM) for when the game is over, regardless.
What else can you think of?
I might be a bit extreme, but here are my thoughts...
0)Had everyone pay $20 for food/refreshments (which was much more than what was needed). Everyone who was late did not get the rest of their $20 back and the amount was evenly distributed to those who showed up on time.
1)Faster yes, but less fun.
2)Don't like em, don't use em. Faster to me would be eliminating Distant Suns, but I can't bring myself to do it.
3/4/5) I don't let individuals try to do this. I tend to be the most attentive, so I keep up the pace by announcing 2ndaries/who's next and who's on deck. This only works if you have someone willing to do it.
6)I think it would slow down the game. I would suggest reading it aloud, then go around the table and get a confirmation one way or the other about it.
7)No breaks! Have the food ready before or delivered (pizza is fabulous for this) and have players get it on not their turn. We eat while playing.
8)Time limits are good and playing with Bureau or Imperial II speed up games nicely as well.
9)Have neighbors keep track of hits during all combats. This speeds things up and keeps people honest (not that my group lies, but they we are notorious for forgetting Cybernetics for example).
10)Make "passed" look distinct so people don't keep coming back to the player. We simply turn the fat end of the strat card towards the middle of the table to designate a pass.
11)Remove confusing/complicated races; Yssaril, Naalu, Saar.