Showing posts with label empire. Show all posts
Showing posts with label empire. Show all posts

Friday, December 6, 2013

Twilight Imperium 3rd Edition Review

Twilight Imperium 3rd Edition
Average Reviews:

(More customer reviews)
Twilight Imperium is one of the best games I have ever played. As a student at college, my friends and have 1-2 board game nights per week; with Twilight Imperium and Acquire being the most played games. I would highly recommend this game, though the learning curve is rather steep (an hour at to learn the rules) and the game takes a long time to play (4+ hours). If you are looking for a conquest game like RISK, stop reading now. Twilight Imperium is based on maneuvering, preparation, and diplomacy with few significant battles in the game.
The game is played to victory 10 points and unlike most war games, conquest is not the only means of victory. Points are acquired through capturing planets but also "researching" technology, and political decisions. The method of determining turn order is also quite original. Each player chooses a card (1-8) which in addition to being the order in which the players play, gives each player a special ability for that round. To further add interest each card has a secondary ability which all the other players can use when the player owning the card uses it. As a result not only are broad discussion (like conquest or technology) important but every turn can be critical as the players ability to ace often depends directly on when and how the other players act. This may seem as if it would slow the game, but a restriction on how many turns a player can take per round keeps the game moving nicely but keeps strategy extremely important through out.
This is not to say I don't have a few complaints about the game. The first couple of times we played we noticed some imbalances which led to certain having a definite advantage and the game always trending in the same way. There are 3 ways to get these points. Every player can complete common objectives, a new one being revealed each turn. A player gets 2 points every time they get the 8 card, and a player has a secret objective which can be worth two points. Our problem was that everyone accomplished the same common objectives. Because the 8 is so valuable, whoever went first had to take the 8, the person on their right then always took the 1 (and so they chose first next turn), so they could get the 8 next turn. Anyone who failed to follow this pattern automatically became 2 points behind, and never could catch up. The result is that there is little strategy to taking the 8 or the 1. Finally the secret objectives vary greatly in difficulty. As a result players who got easy secret objectives, or got to go first were far more likely to win. In fact in our first 3 games (5 players), the player who went first won 2 of them, and the only player that completed his secret objective in the 3rd game, won that one. At this point we were ready to give up on the game but instead we played around with the rules and came up with a slightly variation which greatly helped improve the game. If you do buy this game I highly recommend trying this variation after playing the normal rules a couple of times.
Rule Variation:
Many of these rule variations were taken from the Twilight Imperium Rule Variations which can be found (...)
1) The 8 card's text has been modified to the Game Option: Ancient Throne which gives a player 1 point for controlling Mecatol Rex. This modification greatly increases the strategy in choosing the 8 or 1.
2) Long War Variant: Play to 14 victory points. This will be necessary due to rule change # 3.
3) A player receives 2 victory points if they capture a planet in an opponent's home system. A player may only get points for a home system once. If the owner of the home system was not in control of the planet when it was captured this is reduced to 1 point. The reason for this rule was to encourage conquest (something that was seriously lacking in our previous games). The point reduction rule is to help prevent two players from allying to take a home system (since one of the players will not get all the points).
4) Every player receives 2 secret objectives. After creating the board but before the first turn each player must choose and discard one of them. This rule helps reduce the problem of unbalanced (in terms of difficulty) secret objectives.
5) You may only complete public objectives if you control all the planets in your home system (you may complete other objectives however). This allows players to slow down a player who gets too far ahead.
6) Destroyers get 4x Anti-fighter barrage. Destroyers are the weakest units in the game; this makes them a little better, but still hardly worth using.
7) The common objectives are laid face up on the table (you may still only complete the first after the first turn, second after the second, etc). This reduces the luck involved near the end of the game, as every one knows what is coming.
8) Technology can be purchased with influence or resources (but no combination). This rule helps balance the planets so everyone has more equal resources.
These rules seem to be very effective. While most players still get all of the common objectives, winning the game now depends on controlling Mecatol Rex, completing secret objectives or taking home systems. Players have been very successful using any combination of these three methods, and no race has done better or worse than any other. While these may seem to lead to large amount of conquest, this has never been the case, with only 3-10 major battles occurring in 4 player games.


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An age of twilight shall once more spread across the galaxy. A broken empire shall once more be re-forged. Hidden powers from dark space shall come forth to make an ancient claim. War shall rage across space. Secret treaties, political whispers, and devious plots shall again echo through the halls of the imperial city on Mecatol Rex.TI3 is an epic empire-building game of interstellar conflict, trade, and struggle for power. Players take the roles of ancient galactic civilizations, each seeking to seize the imperial throne via warfare, diplomacy, and technological progression. With new oversize geomorphic board tiles, finely detailed plastic miniatures, hundreds of cards, and a massive plurality of options, TI3 will ship in a massive, epic-size box, with more than 200 masterfully sculpted oversize plastic miniatures - the typical TI units (Ground Forces, Cruisers, Dreadnaughts, Carriers, Fighters, PDS, and Space Docks) as well as two new units (the massive War Sun, and the Destroyer). TI3 contains new oversize board tiles, more than 400 cards, every known civilization of the Twilight Imperium universe, almost every expansion rule and component ever published for TI, a gorgeous graphical overhaul, and an impressive full color rules set. The TI gameplay has been refined and redone by original designer Christian T. Petersen. The new design features faster gameplay, and involves players in a far more active game experience with much less down-time. In addition, TI3 will include the new Race Cards, as well a dramatic new approach to the structure of the gameplay itself using the new Command system.Are you ready for another age of Twilight?

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Sunday, November 24, 2013

Twilight Imperium: Shattered Empire Expansion Review

Twilight Imperium: Shattered Empire Expansion
Average Reviews:

(More customer reviews)
This is a must-have for anyone who owns Twilight Imperium Third Edition. The addition of two more colors to allow eight-player games (and extra systems to expand the game "board" along with other extra pieces (like trade goods) to fit the extra players) is alone worth the price of admission. Then they add four more species, all of whom are as balanced as the original species are (which is to say, mostly balanced). There are also scads of new concepts, from shock troops to artifacts to species-based technologies! But if the new concepts and expanded gameplay weren't enough for you, they also put the errata from their website into the expansion's rulebook, and they reprinted a bunch of cards to replace the originals! In some cases, this was to fix poorly worded cards; in other cases it was to open the card up to the new tech or concepts in the expansion.
Mixing the expansion with the original game is a tiny bit complicated (keeping track of which cards are to be added, which are to be set aside as optional, and which are replacements), and if you care enough to do it right, it does take some time to make sure you are not just jumbling everything all together. Fortunately, the rulebook lays out for you exactly what is replaced, and what is new and optional. And even if things *do* get all jumbled together, they made it incredibly easy to separate out the expansion pieces by putting the expansion's logo on most cards and tokens in the expansion! And trust me, putting this game away in a proper manner is a key to playing it again. When you feel like playing, you don't want to spend an hour separating out everything; you want to have done that after the last game, so it's ready when you are.
There is enough room in the original box to fit all the original parts and the expansion parts as well, but the expansion box does not fit inside the original box unless you are willing to remove the original game's inner cardboard divider (with very nice art on it). There's nothing to removing it; it's not glued in or anything. I just find that the divider works very well for keeping the expansion and original pieces that should be separate, separate.
So, here's a rundown of everything that's new in this set:
28 new system tiles
2 new sets of plastic units in orange and gray (the ships, ground forces, PDS units, Space Docks, etc.)
4 new species sheets
64 command counters (16 each for the new species)
88 control markers (14 each for the new species, and 2 additional markers for the 10 original species)
12 leader counters (3 each for the new species)
8 new variant strategy cards (not to be mixed in)
1 variant Imperial strategy card (optional to mix in)
8 new trade contract cards (2 each for the new species)
28 new objective cards (some to mix in, others not)
40 new action cards (5 are replacements, the rest are to be mixed in)
32 new political cards (to be mixed in)
98 technology cards (two full sets for the new colors, some replacement cards for the original decks, and additional cards to be mixed in)
14 species-specific technology cards
28 new planet cards
16 facility cards (8 colonies and 8 refineries)
8 unit reference cards
12 shock trooper tokens
12 space mine tokens
2 Mecatol custodian tokens
8 artifact tokens
1 High Alert token (for use with the variant strategy cards)
22 domain counters (including new counters for more variety in the "Distant Suns" option)
12 fighter supplement tokens (in +3 denominations)
12 ground force supplement tokens (in +3 denominations)
12 trade goods
3 wormhole tokens (including new wormhole Charlie)
In short, this expansion is *absolutely* worth purchasing. You will get even more enjoyment from a game that already has nearly unlimited replay value!

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Midnight is an original d20 setting that pits the players against overwhelming forces of evil in a desperate fight for survival and freedom. The dark lord, Izrador, has conquered the humans, halflings, and gnomes. Only the elves and dwarves stand free, and the forest of the fey is far and besieged. The dwarves stand alone.Hammer and Shadow will include detailed setting information on the culture, caves, and history of the Dwarven people. Information of the heretofore mysterious assault on the Kaladruns: descriptions of troop types, military movements, commanders, tactics, and even an optional advancement of the Midnight timeline to depict the continuing war of attrition against the dwarves. Maps, adventure hooks, and NPCs that may be used in any Midnight campaign. New feats, prestige classes, spells, skill uses, and equipment, useful for heroes and villains alike and applicable to Midnight campaigns or any other setting.

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Thursday, January 12, 2012

Hasbro Star Wars Vader Force Action Extending Lightsaber Review

Hasbro Star Wars Vader Force Action Extending Lightsaber
Average Reviews:

(More customer reviews)
It's a nice replica toy for children. Good work with the full retractable blade, but not very shinny (the similar saber created before shines much more). a little big for kids, but fun to play with. my son loves it.

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Take up your destiny and join the battle as an insidious Dark Lord of the Sith with Darth Vader's signature weapon. Just like in the Star Wars movies, this Force Action Lightsaber springs into action, lights up, and makes realistic lightsaber sounds.Recommended for children ages six and older, this toy makes playing the bad guy fun.Just Like the Movies In the hands of the evil Darth Vader, this lightsaber has sown sorrow from one end of the Empire to the other. Now, it is yours to use as you see fit.This weapon swiftly extends to more than three feet long with the sliding of a button. The spring-activated blade is made with translucent red plastic. Built-in segments fully retract into the handle, and the blade is illuminated with bands of light.While it's intended for use against another lightsaber--and not a person or animal--the blade is built from a safer, softer plastic than the durable, hard plastic handle, just in case. The silver and black handle features dynamic accents.Realistic Sounds For more than 30 years, Stars Wars fans the world over have been inspired to make their own lightsaber sound effects, but now, the Force Action Lightsaber does it for you. The toy creates the distinctive power-activated "humming" drone that creates anticipation in moments between swings.This lightsaber also replicates the burst of electricity as the saber turns on and the blade extends as well as the "wave" of the blade as it hovers through the air.Using the Force Unlike the lightsabers of the Star Wars movie, the toy doesn't retract with the push of a button. After turning the weapon off, the blade can be collapsed by hand--but be careful not to jam the blade too tightly into the handle.A couple of times while playing with the lightsaber, the blade did not extend when the power was activated; the sound effects started up, but the "on" button had to be pressed more than once to get the blade out.The on/off button looks as if it should also control the volume of the lightsaber--but it does not. Parents who get sick of the "humming" can remove the batteries, as the lightsaber requires three AA batteries (not included) for its lights and sounds.But Vader's Lightsaber wouldn't be half the fun without its glowing arc-wave energy blade, and the red light is especially mesmerizing in the dark.

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