From: dja1@iscp.bellcore.com (Dave Arlington) Subject: Review: Distant Suns expansion for Twilight Imperium Twilight Imperium has been a hot game around here lately. Usually I have to scrape to get people to play games, lately, my friends are calling me, asking me when we are playing Twilight IMperium again. So we were looking forward to see what the new Distant Suns expansion would add to the game. Basically, the new expansion covers two areas: 1) Improvements to the existing game and 2) New additions to the game. I'll cover both separately. IMPROVEMENTS: Even with the first expansion, Borderlands, Twilight Imperium has been short on pieces and ways to keep records. The first time people play with my set, they usually get a chuckle that we use Risk pieces for ground forces and Avalon Hill play money to track credits (cause we were using the credit pieces that come with the game to track Influence). Distant Suns adds more Ground Forces (might actually have enough to play with now, but now we're used to using Risk pieces! :)) and Dreadnoughts as well as a very handy chart to track Resources, Influence and Trade Income. Our first game with the new chart we found it VERY useful to give an instant graphical update of where your opponents stand. Distant Suns also takes care of another common player complaint that games can take too long and some of the Action and Political cards are unbalancing by adding Empire's End tournament rules set (and a new Progression chart to track it on). Although these rules were intended mostly to shorten the game, all our players agree that it improves the game as well. The new victory and starting conditions DO make the game shorter to play, but it also makes the game more balanced and even. And not just by removing powerful Action cards. Now the different races get variable starting forces that balance their powers. For example, the Jol-Nar start with lots of tech advances and the ability to buy new ones cheaply, but they don't start with any Ground Forces so their expansions are delayed at least a turn at the start of the game now. Whereas the Hacan start with hardly any advances and a fairly weak starting power, they get a couple Carriers and Ground Forces to start. The Distant Suns expansion also has a full FAQ and errata for the existing game. Now it's true that you could get by without paying for any of this. You could make your own record keeping chart, use Risk pieces or pull the new tourney rules and FAQ and errata off the web site, but it's still nice to use the actual REAL equipment for the game you're playing. :) NEW ADDITIONS: There are new Action and Political cards, some of which are only of use with new rules or optional rules from this expansion, but some cards can be used with the Basic game. The best of these new cards are Event cards which go into the Political deck and when they come up cause random events to happen throughout the Imperium. We felt they added fun and spice to the game but I can see where some people might not like the luck aspect of it. But then isn't drawing Action cards a form of luck anyway? :) The Winaran Custodians are new neutral guardians of Mercatol Rex, the high Influence planet in the middle of the Imperium. No more rushing in with one Carrier and a Ground Force to take the big planet. Now you have to think about your assault on the Big Guy. Especially since the Custodians regenerate if you can't wipe them out in one turn. Distant Suns, from which the expansion is named, is the rule covering new tokens which cover all the neutral planets at the start of the game. These are random beneficial and detrimental effects of the inhabiting populations of these neutral planets. You can Probe them to discover their secrets but you can't invade them the same turn. You can invade them without probing, but that could backfire on you. Lastly, you can just Raze the indigenous race at the possible cost of a permanent loss of Influence. Like the Events, these seem to add a nice flavor to the game without affecting the overall schemes of Galactic power mongers. Some of the neutral planets have actual civilizations and a new rule is put in called Propoganda to have these neutral planet's civilizations swing between Neutral, Content, Dissatisfied, and Rebellion. (This reminded me a lot of Freedom in the Galaxy.) While this new rule sounds interesting, the actual practice of putting it in play is awkward and unwieldy. It involves taking turns passing little slips of written notes around and more negotitating. It seems kind of counter productive in an expansion designed to speed up play and simplify record keeping, to include a new rule which just slows play back down and adds more awkward record keeping! We didn't use this rule and don't forsee using it though we might play with different ways to implement it. There are also some other new optional rules for things like playing with two boards (for more than 6 players), different trading rules and more. Most of these fall into the same category as the Declaration of War and Peace rules from the Borderlands expansion. Chances are you won't find what they marginally add to the game worth the cost of including them. Or they change the 'feel' of the game. But at least they're there for you to play around with and try. You can customize the game with all the optional rules to fit your play group and the things they like in a game. Overall, while being somewhat disappointed in the new Propoganda rules (and then more in their implementation than intent), I have to say that if you enjoy Twilight Imperium, you will want to make this expansion part of your collection. The extra counters, charts, rules and new rules that make game play even more interesting and exciting make this a good buy. Dave ---------------------- Dave Arlington Bell Communications Research ISCP AIN Development RRC 4A-365 732-699-4941 dja1@iscp.bellcore.com ----------------------