Skootur

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  1. Part of our decision comes from having not played Muatt in TI4 yet. In TI3, Muatt we're tricky because they had a very poor start and it was hard for new players to get over that extra hump. Many new players would have such a disastrous early game that they were never able to recover. As for ghosts, many new players are VERY intrigued by them, and a few movement bonuses and wormhole abilities, in our experience, has never been detrimental to a player's learning experience. If anything, it frees them up and makes them take bigger risks that they can usually still handle.
  2. Podbean (This is our official host. For those that use Podcast aggregators, you can use this link to input our feed into your app of choice!) iTunes Google Play Stitcher Are you completely new to Twilight Imperium? This resource is to help you gain a grasp at what it is you're getting into when you step into your very first game. We want everyone to have a positive experience, and we firmly believe that having the right expectations can help mitigate many of the disasters that can befall a new player. Are you tasked with teaching new players Twilight Imperium? This resource hopes to give you priorities and a general philosophy of how to approach new players. New players' experiences will, oftentimes, be determined by an effective teacher so it is important to go into their first game with some expectations of your own. After both of these resources, we have Errata for last week's First Impressions. If you want to skip all the newer player stuff, jump to 57:40 to get our reactions to listener feedback from last week's episode. Tell us about your first games of TI4 here or on Facebook, Twitter, or email us at spacecatspeaceturtles@gmail.com And thanks for listening!
  3. It was everything we'd been hyping it up in our minds to be. If you already love Twilight Imperium, everything in this is familiar, yet a breath of fresh air. My heart was racing when we first started, and I thought I was going to have a heart attack as I raced towards my Saar victory. These are emotions that plastic and cardboard made me feel
  4. Podbean (This is our official host. For those that use Podcast aggregators, you can use this link to input our feed into your app of choice!) iTunes Google Play Stitcher After months of anticipation, it’s finally here. Today, Matt Martens and Hunter Donaldson talk about their first impressions of Twilight Imperium 4th Edition. Buckle in for discussion of Trade, Politics, and Tech put into action, as well as some notes on the Federation of Sol, Xxcha Kingdom, Yssaril Tribes, Clan of Saar, Naalu Collective, L1z1x Mindnet, and Emirates of Hacan. SCPT is a conversation with you, the listener, and we want to keep that conversation going. Join us here or on Facebook, Twitter, or email us at spacecatspeaceturtles(at)gmail(dot)com
  5. Podbean (This is our official host. For those that use Podcast aggregators, you can use this link to input our feed into your app of choice!) iTunes Google Play Stitcher Sorry for the delays! We’re digging deep into our group of players this week and detailing our history with Twilight Imperium Third Edition. It’s a less structured conversation than you may be used to from SCPT, but the main theme of this week’s episode is THEME. Let’s toss the strategy aside and talk about all the parts of TI that keep us coming back. And keep submitting your favorite stories from games of previous editions! Post them here or or on Facebook, Twitter, or email us at spacecatspeaceturtles@gmail.com And thanks for listening!
  6. Podbean (This is our official host. For those that use Podcast aggregators, you can use this link to input our feed into your app of choice!) iTunes Google Play Stitcher TI4 is shipping right ANY DAY NOW. And as we wrap up our final games of TI3, Matt and Hunter want to talk about their favorite mechanics that aren’t making the transition to the new edition. Our errata discusses some of your least favorite mechanics from Third Edition. And start submitting your favorite stories from games of previous editions! Join in on the discussion here or on Facebook, Twitter, or email us at spacecatspeaceturtles@gmail.com And thanks for listening!
  7. Podbean (This is our official host. For those that use Podcast aggregators, you can use this link to input our feed into your app of choice!) iTunes Google Play Stitcher We’re starting to branch into new territory, and this week Hunter and Matt seem to have trouble keeping this train on the rails! It’s time to break down all of the flaws of Twilight Imperium 3rd Edition and everything we’re happy to see being thrown out for the upcoming 4th Edition. And after some reminiscing, there’s a hint of “errata” on our Theoretical Tier List episode. Tell us what you won’t miss, and also all the things that you will miss from 3rd Edition! Join in on the discussion here or on Facebook, Twitter, or email us at spacecatspeaceturtles@gmail.com And thanks for listening!
  8. Podbean (This is our official host. For those that use Podcast aggregators, you can use this link to input our feed into your app of choice!) iTunes Google Play Stitcher This episode is all about our Definitive Theoretical Non-Definitive "Tier" List. So enough with the introductions, let's get into the list! We'll save the discussion for the podcast, but here are our tiers: OBJECTIVE FOCUSED Emirates of Hacan - Win through Economy Universities of Jol-Nar - Win through Technology L1Z1X Mindnet - Win through Control Naalu Collective - Win through Ties (or the Metagame) POWERFUL ABILITIES Federation of Sol - Win through Capacity and Command Counters Barony of Letnev - Win through Capital Ships Mentak Coalition - Win through Mobility The Arborec - Win through Production QUESTIONABLE STRATEGIES Yssaril Tribes - Win through Surprise Sardakk N'orr - Win through Efficient Aggression Xxcha Kingdom - Win through Turtling Clan of Saar - Win by Taking More than You Lose "YIN TIER" Brotherhood of Yin - Win through Extortion LACK OF VERSATILITY The Winnu - Win with Mecatol Rex Embers of Muatt - Win by NOT losing your War Sun SITUATIONAL Ghosts of Creuss - Win with Ideal Galaxy Setup Nekro Virus - Win through Big Plays (or Ideal Neighbors) SO! What do you think? Join in on the discussion here or on Facebook, Twitter, or email us at spacecatspeaceturtles@gmail.com And thanks for listening!
  9. Podbean (This is our official host. For those that use Podcast aggregators, you can use this link to input our feed into your app of choice!) iTunes Google Play Stitcher Let us know if our podcast doesn’t show up in your app of choice’s feed. We want to make sure we’re available in as many places as we can. On the Finale to the pre-release overview series, Matt Martens and Hunter Donaldson cover the Trade strategy card and all the ways the new trading system excites them. After a lot of open-ended discussion, they finally wrap up their race introductions with a return to Xxcha Kingdom, Ghosts of Creuss, Clan of Saar, as well as introductions for Mentak Coalition and THE space cats, the Emirates of Hacan. And to top off an already long episode, this one closes with errata centered around our Technology episode. Join in on the discussion here or on Facebook, Twitter, or email us at spacecatspeaceturtles@gmail.com And thanks for listening!
  10. Another, completely different, idea for racial tech I think would be something that resolves around the Speaker Token. The Winnu are still the Mecatol race, we just need to give them more power to utilize it. Is there any validity in a racial tech that allows them to acquire the Speaker token in a way that makes sense? This would allow them a more certain way to get the Imperial strategy card that they need to score MR points. "Exhaust this card when a player plays Politics to force them to choose you as the Speaker. This card is not readied during the next Status Phase" seems close to what I'm thinking, but it's still a bit wonky. None of this is to say that your idea isn't good. Just throwing more ideas out there.
  11. I think these are all fun and still play to the theme. Lazax Legacy seems a bit overpowered, and I would only suggest scaling it back to "gain one technology that the invading player already owns." So in essence, if someone beats you to the punch, you get to scale up a bit to match them in tech. I think getting to have your pick of the litter of any tech is a bit extreme and puts a strange level of hesitation on the Winnu player to actually take Mecatol. I don't think they should be incentivized to NOT take Mecatol, but merely compensated for failing to do so. Also, I think Quadratic Projector may be a bit overpowered as well. If you get that tech, which you could do very quickly, it cancels out the ability for most people to do anything about you. I think it needs some sort of limitations set on it. Something like "You may not use PRODUCTION on the planet" is what I'm thinking. Although that may be over-correcting a bit. But the ability to 100% cancel the ability for anyone to ever take one of your planets (since all you have to do is activate your chosen planet [MR] as your first action every round) seems overboard. Sure, someone could make sure they go before you, but it's still incredibly powerful. The closest comparison to this ability is Diplomacy, but Diplomacy is SIGNIFICANTLY easier to block, since it is a card anyone can select.
  12. Podbean (This is our official host. For those that use Podcast aggregators, you can use this link to input our feed into your app of choice!) iTunes Google Play Stitcher Some of these sites take more time to receive our podcast than others, sometimes up to a couple hours. Sorry for the inconvenience. As always, if there are any other resources you use to download podcasts, and you don't see SCPT, let us know! We want to be available wherever you go. This week is the Technology Spectacular! Matt Martens and Hunter Donaldson overview the Technology Strategy Card, the changes to technology mechanics, as well as looking in depth at every single tech. Wedged in there are introductions to the Embers of Muatt, the Universties of Jol-Nar, and further introductions to the Nekro Virus. As always, we close things out with errata covering community discussion from last weeks episode. We also released our bonus episode about the Yin Brotherhood based on Ep 002 discussions. We continue to love doing these discussions, so keep up the feedback! We're close to wrapping up our introductory episodes, so we'd love to know what else you'd like to hear from us! We have a few plans for upcoming episodes, but we're always looking for more ideas. Also, just for some book-keeping: we can no longer use SoundCloud to post episodes of our show, but we know many people use it. Please let us know what SoundCloud offered that other places do not, and we'll try to find another resource to get your new episodes of SCPT!
  13. iTunes Google Play Stitcher We've released our third episode of SCPT!This week Matt Martens and Hunter Donaldson break down the Politics and Imperial strategy cards while going in depth into the Agenda phase and Objectives. Additionally we analyze The Winnu, Nekro Virus, The Yssaril tribes, and a little more on The Xxcha Kingdom. And after the episode we come back with more Errata covering Episode 2 community discussions.Please let us know what you think! The discussion is what keeps us doing this podcast!
  14. For Arborec: we've had a few people point this out, and you'll definitely see it in next week's errata. We didn't spend enough time thinking about how that would combo with Sarween Tools, and you're right that that's very important to get. I do still think improving the power of your GFs holds a lot of weight though, because doubling that capacity is still very very very good. Sure, you can still get your free thing and keep that slow crawl expansion, but being to build even more stuff as you grow is better. Anything to limit having to waste CCs on JUST producing. Yin: boy there's so much response we've gotten on Yin (which we were expecting and are excited to receive). Yours is the first response I've seen that actually sways my opinion a worthwhile amount. I think Yin's ability to do anything sneaky or tricky is not present, but the idea of them having incredibly formidable home territory is very convincing. I can definitely see this as a strength. Is it a strength that wins them games is something I can only determine upon playing. But suffice it to say, in the podcast I asked for someone to tell me what I'm supposed to be doing as the Yin, what's my overall strategy, and this is the first one that makes real sense to me. I look forward to trying to implement it.
  15. I can't believe I did that. I even understood the joke of your name, but when I put it in my google doc with notable responses, I for some reason typed Jumbofish. I'm so embarrassed and you have my eternal apologies!