From: klash@mail.wcb.state.ny.us Subject: Twilight Imperium: 1st game OK - I've had TI for a few weeks now and finally got a chance to play it. We had 4 players. The N'orr (+1 combat), Letnev (+2 combat w/trade agreement), Halcon (can't refuse trade agreement) and me, the lizard race with the Diplomacy skill. We used the beta wormholes. I have the Borderlands expansion but we didn't use it. My comments: 1) The game is LONG! I read the reviews here stating the game would take about 6 hours. We got started at around 2pm, took a 1 hour break, and packed the game up at 11:30pm (and the game was still going on - 1 player was out of it, a 2nd player (Halcon) almost won but then got beat back. 2) Not enough counters. We all ended up dipping into unused player races for counters - especially fighters and ground forces. Once you get level 3 Propulsion your fighters don't need to be on carriers so we always produce a couple and have them float around. 3) The two races with warfare advantage (N'orr / Letnev) seemed to rule. The N'orr get a +1 combat, then he got the "commander" action card that gave another +1, giving his fleet a +2 at all times (he placed his commander on a fighter so he couldn't be taken out by the Lucky Shot action card - don't know if that was a legal play or not). Plus the lucky SOB kept getting the Morale Boost card, thus having +3 in most of his battles. We were able to kick his butt by making a trade agreement with the Letnev (thus giving him a +2) but the Letnev was resource poor so it was a tough fight. The N'orr was the player that got completely eliminated (luck of the draw made all his planets influence poor, so he was running around with 30+ resources and 6 influence). 4) The Halcon player (who almost won) complained that his power was the worst, since he usually had more planets than anyone else it was more advantageous for the other players to trade with him. Can the Halcon voluntarily refuse and/or break a trade agreement? For my lizard guys, the starting influence plus the bonus influence for trade agreements gave me the upper hand for half the game during the voting. I never used the special power of sending a law back the discard power. 5) Action card timing problems. OK - The N'orr attacks me. I figure he has the Morale Boost action. I have the Retreat action. If he plays the Morale Boost card, then I want to retreat before combat, otherwise I'll stick around and try to whittle away at him. Of course, the N'orr player would prefer me to play the Retreat first before he plays the Morale Boost so he doesn't waste the boost. So who plays their card first? Or do we play them both face down then reveal them? This also came up when two players wanted to both play that action that allows you to look through the action deck (a source of play slowdown, by-the-way) and pick any card you want. Since there might be only 1 of what both players want, some way of deciding who goes 1st is needed (I guess the player with the most influence could go first). 6) Any limits on combat die rolls - like, does a 10 always hit and a 1 always miss? This came up since the N'orr got a +3 in combat. Since a Dreadnaught hits on a 4 or better, it's an auto-hit. Also, the Letnev play got all 6 levels of Weapon tech, giving his bombardment a +1. With the +2 for having a Trade Agreement, all if his orbital bombardments caused automatic hits (once the N'orr was depleted, The Letnev ran though and smoked the N'orr's colonies. No one was building ground forces until near the end when ground forces were needed to assault other planets.) Despite the game length and problems, the players generally liked the game and would like to try it again. I hope to have 6 players next time, as I'm sure that would significantly alter the complexion of the game. --Dave (david.klash@wcb.state.ny.us) -------------------==== Posted via Deja News ====----------------------- http://www.dejanews.com/ Search, Read, Post to Usenet