WMDogma said:
Mikeybb said:
Can I ask, did you play with any of the expansion rules active?
Some of them change the game significantly.
Yep, we played with a large amount of the extra optional rules - Here they are! [http://www.escapistmagazine.com/forums/read/6.859706-Lets-Play-Twilight-Imperium-1-New-Orders-Rise-To-Power#21347567]
discrider said:
Uhhh you have the wrong winner.
With the strategy cards you were playing with comes the recommendation you play to 9.
The Core Rulebook actually lists the regular number of victory points needed to win as ten, though as Justin said, we were using the Long War option and playing to 14.
thanks for the link.
Very similar set up to what we use.
The flagships are probably my favorite addition along side the racial technologies.
The_Darkness said:
Very much enjoyed this write up - enough that I now want to track Twilight Imperium for myself at some point! I'm the type to definitely get into character while playing...
If you're taking suggestions for future games though - might I propose a round of the BattleStar Galactica Boardgame? I think it could be fun to read each person's perspectives on the game as the unknown Cylons work against everyone else...
I can fully support this excellent suggestion.
BattleStar Galactica is a remarkably fun game.
I've only played the unexpanded version of it a few times, but it was consistently entertaining and full of trickiness and betrayal.
The mechanic of a sleeper toaster learning their true allegiance half way through the game makes for a tense situation.
You don't know who to trust and you don't know if you can even trust yourself.
If you do play Arkham horror, the cards can be quite capricious.
I remember one game where we spent longer setting up the board than playing the game.
A rumor landed, we had no weapons in a small player number game and it led to a cascade effect that sent the terror rating up through the roof.
By six or seven turns, the great old one awoke, the titular C'thulu, and was faced down by two brave souls with a kitchen knife, a molotov cocktail and a collection of mental instabilities.
Needless to say, it didn't end well.
I'd suggest a single expansion board and whichever expansion adds the injury rules, which can alleviate the problem of investigators dying due to one unlucky break.
Mansions of madness is good too, but a bit more adversarial as someone has to play the villain.
I think it's worth stating here, I don't work for FFG.
I just seem to give them all my money.