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Caliban

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Everything posted by Caliban

  1. Caliban

    Nekrovirus Ground Forces

    Hey, Can anyone provide a link to the designer’s ruling on Nekrovirus ground forces not counting towards fleet supply when used as ships? This caused a disagreement in our last game.
  2. Caliban

    Nekrovirus Ground Forces

    Thank you!
  3. Caliban

    Negotiations

    Hello, I just wanted to share/receive some thoughts about negotiations that occur during a game. I’ve played about 25 games so far, two of which have been 4e. My groups seem to be on the extreme end of play time, with most of our games ending before final victory after 16 hours due to exhaustion. There have been some exceptions, but not many. My first game playing 4e was with an experienced group and we finished the game in 10 hours. Still long, but doable and within our expectations for Twilight Imperium. However, the second game was with a less experienced group, but everyone had played 3e at least a few times. Once again, we stopped with the winner at 7 vp after 14 hours because children were about to wake up. My hopes for a smoother experience with 4e were dashed. To finally get to the point, I reflected on the delays. Some of it is that we like to drink, smoke and eat during a 10+ hour game. Part of the delay is we like to talk and visit as we don’t get to see each other too often. But by far, the biggest delays seem to come from negotiations. Players sneaking off to make deals, a half hour of cajoling and threats just so someone can take their turn, experienced players trying to convince newer players they’re making a bad move (sometimes true, sometimes just a move that affects the arguing player), exhortations about someone being in the lead and who should be attacked instead, etc. Though encouraged by the rules and often a fun part of the game, this seems to stretch game time to unmanageable lengths. Do others experience this? Is it other things that stretch out game time? How do others handle player interaction, interrupting turns, etc.? Thanks!
  4. Caliban

    Negotiations

    Right on. I can't try mine out until 1/20.
  5. Caliban

    Negotiations

    I modified an old D&D initiative tracker I don't use any more (We use an index card system). I found the image on Google, printed it, and glued it on. Then I used a label maker for the headings. The little plates are all magnetic, so I can write in player names and move things around as needed. To get it to stand, I affixed 8 or 9 plastic stands I had that I use for cardboard miniatures. I think I can probably make more use of the field with the phases, but nothing has occurred to me yet.
  6. Caliban

    Advice for new players?

    Whatever else is happening, pay attention to your Command Counters.
  7. Caliban

    who is winner?

    You can obtain victory points during the Action Phase in certain circumstances. Don’t the rules say victory is declared as soon as 10 is reached? I’ll check after I post this. In the original example, I think it would be a matter of who could get the best initiative during the Strategy Phase. So, whoever was first to select a strategy card would win, or if the Winnu were involved, they would win automatically. Edit: I checked. Per the deluxe rule book, page 20, the game ends immediately when one player reaches 10 vp. Ties go to initiative order, which means the tied player first in the initiative order (which is still in effect during the Assembly Phase) is the winner.
  8. Caliban

    Negotiations

    I made this in an attempt to help organize play:
  9. Caliban

    Negotiations

    Thanks! One of the groups I play with definitely falls into the “old school” category. I still have all my TI3 stuff, so yeah, adding artifacts back in might be a good idea. We’ll be playing again this month, but with the newer players. I plan to try out some of the suggestions.
  10. Caliban

    Negotiations

    Hmmm. I like the idea of an initiative counter. I was also thinking it may be a good idea to disallow secret meetings. We do have fun, which is why we keep playing. Not finishing the games and getting a clear winner after so many hours is the only really frustrating part.
  11. Caliban

    Game mat

    According to the CoolStuffInc website, January, 2018.
  12. We played a game recently with 6 players, 4 of whom had never played before, 1 who had played half a game, and me. I've played about 6 times but only finished twice. We played for 16 hours before finally throwing in the towel only because most of us needed to be in bed before our wives got up for work. I have the expansion and use all the more aggressive event cards. We're gonna play again this weekend and hope that we play faster this time.
  13. Caliban

    Cylon Lee

    While playing as Lee, I entered an unmanned viper when it was launched by a card effect and not my turn. On my turn, I revealed myself as a cylon, resolved my reveal ability and went to the Resurrection Ship. What happens to the viper? Does it become unmanned or go to the reserves? Thanks.
  14. Caliban

    Cylon Lee

    JerusalemJones said: A neat little trick with Lee is to use your Free Action from jumping into the Viper to reveal yourself. Not only does it remove a viper from the board, but it also gives you a head start on being a cylon. And Lee is also the only character who can use his once-per-game ability and reveal in the same action (by launching an unmaned viper, jumping in, and then revealing). This, his skill set, and his order of succession for both President and Admiral make him perhaps the best character in the game Love it. I wish this had occurred to me during the game!
  15. This came up in our game tonight and we were not sure how to resolve it. During the NC phase, a reckless skill ocurred and a Broadcast Location card was played. Does a Basestar get placed in front of Galactica? What about the civilian ship that is supposed to be placed behind it? Thanks.
  16. Caliban

    New Caprica and Broadcast Location

    Ok, so this particular card is ignored during the New Caprica phase until Galactica returns. Thanks.
  17. Caliban

    Dungeon?

    I would have to side with having too much gold. Even in 4 or 5 player games, we're always asking, "What is there to do with all this gold?. When I purchased Frostmarch, I left out some of the gold just so we wouldn't be flooded.
  18. Caliban

    Can the humans really win?

    Heh, sorry. I was using hyperbole to be funny when I said "everyone". For the most part, my group is not made up of experienced gamers so I was imagining what they would do once they realized the potential benefits of executions. I foresee a lot more human losses (and arguments) before the killing spree ends. Because I'm the one long-time gamer I'm always suspicious, especially when I am trying to provide logical meta game advice...
  19. Ok. Good to have that clear. Then my question is, do people find it more fun/balanced to use the Sleeper Agent instead of the Sympathizer? In order to add rules incrementally, we currently use Pegasus and New Caprica but, no cylon leaders and we still use the Sympathizer. Due to our group not being too "meta gamey" we haven't yet had the "have to have a resource in the red" issue, though I'm sure it's coming.
  20. Caliban

    Can the humans really win?

    Hehe. The idea of airlocking everyone until there are no unrevealed cylons left is pretty amusing to me. My group is way too sensitive to do that , but it would be very effcient if the morale loss can be managed. Before we got confused and instituted the rule that humans have to have the cards to discard in order to choose one result or the other, the humans won about 50% of the time. We are very cooperative as long as the witch hunts don't get too frantic. Everyone has to be doing their job or, if there is nothing appropriate, soliciting the group's advise. People who act on their own a lot are suspicious to us. Now that I write this though, it makes me think. Is not being required to fulfill the number of discards for a choice only for determining which option to take on a card, or can Rosalin (for example) take an action even if she doesn't have two skill cards and she just has to discard them if she has them?
  21. Thanks for the response. I may have the names of the cards wrong but, I thought that there are cylon leaders, the cylon sympathizer from the basic game and the sleeper agent from Pegasus that's meant to replace the sympathizer card. I was wondering whether it's better to use the sleeper agent instead of the sympathizer to avoid the "humans have to make one resource red" issue and whether or not it's more fun. And also just a general opinion on the cylon leaders. However, now that I write the question again, I realize I may be confused about the sleeper agent card. Is that just a reference card to use when there is a cylon leader? I thought it was supposed to replace the sympathizer card. I will have to go read the rules again when I get the chance.
  22. This thread has been very interesting to read. My group has only made it to NC once out of three games played with the expansion because the cylons dominate so badly. The one time humans did make it to NC, the last morale was lost on the second players turn. However, we were playing with the rule that humans had to be able to fulfill all requirements of "choice" cards. Not doing that will help. We weren't even aware of the cylon admiral issue. That would have been an unpleasant surprise discovery... In addition, it appeared to me that NC seemed to be easy for the humans overall. Is it the general opinion that the last battle after Galactica returns is very easy? I like the idea of a skill challenge to jump the fleet but I am always loathe to add house rules? Is there any indication of any of the designer's thoughts on this problem? Is it better to use the sleeper agent instead of the sympathizer? Due to the additional infiltration rules, we have just continued to use the sympathizer(as explained below). One last thing, no one in my group has played with the cylon leaders. (Most are new to gaming and avoid anything that looks too complpicated) Are they worth playing? Thanks.
  23. Caliban

    Skirmish Question

    6 players, most of whom had only played the game once before and one who had never played. Only myself and one other person had 3 games worth of experience. We started setting up at 9:30 and ended at 4am. We tend to take a long time though. Not sure why exactly. It gets really silly when we play Twilight Imperium. The last game of that took 16 hours.
  24. Caliban

    Skirmish Question

    Hi All, This came up recently: 2 protoss scouts attacked an area containing 2 mutalisks and 1 scourge. The attacker arranged two skirmishes against the two mutalisks, leaving the scourge out. As the scourge is not a FLU nor an assist unit, what does it do? The way we ended up playing it was having the scourge just sit and do nothing, the two mutalisks were destroyed and the scouts were then forced to retreat. Was this correct? Thanks.
  25. Caliban

    Skirmish Question

    Thanks for the answers. Our last game went until 4am. It can be hard to think at that point in the night.
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