• Content count

  • Joined

  • Last visited

About MikeEvans

  • Rank
  • Birthday

Profile Information

  • Location
    Bloomington, Indiana USA
  1. RIP Transfer actions. They required an advanced degree in game mechanics to understand all of their intricacies, but they were the only way to do some things, and the best players could use them quite effectively.
  2. Somebody did design Star Wars races and played them in a PBEM. They worked pretty well, though they kind of had to stretch a bit to get 6 different races. I believe the game was called The Good, the Bad, and the Ugly. The Good were the Rebels and the Naboo (technically part of the Old Republic, I know). The Bad were the Empire and the Trade Federation. The Ugly were the Hutts and the Bounty Hunters. I believe there were some Star Trek variants as well, but I don't recall anybody actually playing with them. I agree wholeheartedly that the political intrigue of Trek fits Twilight Imperium much, much better. Star Wars is mostly just about good vs. evil. Trek is full of political and ethical intrigue between nations, not just within them. I'd love to see Trek races, though I don't think we'll ever see them supported in any official capacity. That's ok though, fans can take care of that. The main Klingon ability would have to be something like: When you execute the primary or secondary ability of the Warfare Strategy Card, you may execute both abilities.
  3. While I agree with this in theory, I would caution that there is a limit. No game with asymmetrical powers will be perfectly balanced, and a lot of the balance can indeed come from smart players working together to pile onto the leader, etc. This is absolutely true. However, when something is so strong (or weak) that it warps every single game in the same way, you have to start to ask whether or not it really is too much. Yssaril in TI3 is one example, and some of the other powerhouse races were pretty darn close. The power differential between Dreadnoughts and Fighters pre-expansion was another egregious imbalance that resulted in stale, repetitive gameplay in competitive environments. These were blatant problems with the game, and yet I wrote literally thousands of posts arguing with people who would fight to their last breath saying that the game was perfect the way it was designed. One of their favorite arguments was always "What's the problem? If X race is too strong, just make sure everybody gangs up on them every time." Maybe that works some of the time (and it sure doesn't all of the time depending on the people playing), but if every single game has to be like that, then I'd rather fix the problem and have more variety in my games. So, basically, I agree with you.... to a point! And I totally agree that the game is better when played with a healthy mindset.
  4. Except that the plastic insert kind of sucks, because it's not designed to handle cards that are sleeved, even though FFG sells their own sleeves (and says how many packages you need on the box). As to why they're "leaving money on the table," my guess is that they just don't have the spare manpower to produce all those little extras. They already put out an astounding amount of content every single month. I kind of wonder how they manage that, as it is.
  5. They could have used different colors, for starters. As far as symbols, something more concrete (like an obvious factory, hazard symbol, and a cityscape would have worked). I mean, it's fine once you explain what's what to the newbies, but going at least with different colors could have saved a lot of confusion.
  6. Couldn't agree more. It was very confusing for the new players I taught over the weekend. I wish they had either gone with different colors, or used clearer symbols.
  7. Biggest reason I didn't do it to Shards was that I'd have to buy multiple copies just for the Mechanized Units... and rebuy the spray paint for all of the extra colors and such. Huge amount of effort and expense, and I kind of hated the Shards expansion for various reasons, and had no desire to support it by buying more than the copy I was mad I purchased in the first place.
  8. I actually did that for TI3... up through Shattered Empire. I wasn't playing much by the time Shards came out so I didn't get around to doing those races. Spray painted them up. Worked great. I had: "Naked" plastics: Red - N'orr Orange - Mentak Yellow - Hacan Dark Green- Yssaril Dark Blue- L1z1x Dark Purple - Jol Nar Light grey - Letnev Black - Muatt Sprayed colors: Baby Blue - Sol Light (lime) Green - Xxcha Pastel purple - Winnu White - Yin Pink - Naalu Tan - Saar If I had done shards, I'd have to move things around a bit. I probably would have sprayed up a set of metallic bronze for Muatt. Metallic Bronze - Muatt Black - Letnev or Nekro Grey - Yin (for grayscale I guess?) Camo-Green (as long as it's different enough from the other greens) - Arborec Metallic Silver (maybe) - Nekro? White - Creuss (ghosts gotta be white!)
  9. 7 rounds is pretty good. My TI3 games rarely lasted more than 5 or 6. If the games are taking about as long as they did before, but they have more rounds of play, that's great news. We played with 4 players the vast majority of times, though (on a smaller map so there aren't an overabundance of resources, but still). 6 player games would probably last longer because there are more people competing to take the Imperial/Bureaucracy cards.
  10. Not past playtesting for Shattered Empire. Not my cup of tea. Even less helpful in 4th edition, too, I'm guessing. Based on my experience playing the first two rounds of the game in TI4, it seems like you can get your empire up and running a little faster in the new edition, plus you don't have political phases until Mecatol Rex is taken. The early turns are where some of the most interesting tactics happen. Example: Grabbing a system that would usually be taken by another player due to its location. You take it out from under them (or maybe even FROM them), and negotiate from a position of power, using that as leverage. A lot of that is completely lost with S.E.T. The later turns are the ones that are time-consuming anyway. If you were Sardakk N'orr or Xxcha in TI3, their early-game expansion ability was so poor that Simulated Early Turns was just about the only way to have a decent early game if your opponents were any good. These races are much better off in the new edition, though I suspect both of them will still be on the lower end of the power curve.
  11. Well, the person who takes Trade can wait to use it until he (or other players) meet and exchange commodities, then use Trade and refresh them. But yes, since it doesn't say in the rulebook that you start the game with any commodities, I'm guessing you don't.
  12. When you begin the game, do you start with Commodities on your race sheet? The "First Game Setup" doesn't explicitly say that you do, and I couldn't find it anywhere in the reference book either. When you do the Trade primary secondary, you "replenish" commodities, which implies that you are, well, replenishing ones that were spent, with then implies that you had some to begin with. That's a pretty weak argument for starting with them, though, when the rulebook doesn't say that you do. Based on that, with the precedent that you don't start with any Action Cards, I'm guessing you do not start with any commodities, but I'm curious to see what others think.
  13. Exact same two for me, actually! Also, artifacts (but not Voice of the Council). That's really about it for "must haves" that I can think of. I liked Shock Troops too but they weren't vital.
  14. This is true, I can confirm that the don't fit well when sleeved. I plan to eventually remove the plastic insert and make my own storage solution out of wood though. There's plenty of wasted space in the box.
  15. I had bought a full 10-package container of the yellow FFG sleeves. Used a package on X-Wing cards, thinking I'd have enough left over for TI4 once I got it. Big mistake... You need the full 10 packages to cover every card!