considering they didn't show themselves setting up the table point 2 could fall under the rule 3's exemption still too many reds.. but with 4 rings.. of course there will be too many red tilesImper1um said:Btw, Rules fix:
1. You used too many rings. Its three rings, not four. Check out page 8: http://www.fantasyflightgames.com/ffg_content/Twilight%20Imperium%203/ti3rules.pdf [http://www.fantasyflightgames.com/ffg_content/Twilight%20Imperium%203/ti3rules.pdf]
2. You placed too many red tiles, and you disobeyed rule 3 in placement: "You may not place a Special System (with an inner red border) adjacent to another special system, unless you have no other choice."
3. Based on your initial placement, I bet you also violated rule 5, "If you placed a system that did not have a planet during your first placement, you must, if able, place a system that does contain a planet on your next placement."
Arg...so much misbalance in this game.
We have access to both expansions, which allow for the creation of a larger 4 Ring galaxy with 6 players. I believe the core set doesn't actually come with enough tiles to make a 4 ring galaxy on its own.Imper1um said:Btw, Rules fix:
1. You used too many rings. Its three rings, not four. Check out page 8: http://www.fantasyflightgames.com/ffg_content/Twilight%20Imperium%203/ti3rules.pdf [http://www.fantasyflightgames.com/ffg_content/Twilight%20Imperium%203/ti3rules.pdf]
2. You placed too many red tiles, and you disobeyed rule 3 in placement: "You may not place a Special System (with an inner red border) adjacent to another special system, unless you have no other choice."
3. Based on your initial placement, I bet you also violated rule 5, "If you placed a system that did not have a planet during your first placement, you must, if able, place a system that does contain a planet on your next placement."
Arg...so much misbalance in this game.
Ahh, that makes sense (I see the empty space markers), but, still, the 4th ring is a 7-8 player variant. With six players, a 3 ring setup is recommended because resources are tight enough to warrant people to attack more to gain resources to attain the objectives. Otherwise, you're ending up with too many resources, and you can pretty much get every piece of plastic onto the table easily, which is kind of cool, but also slows down the game considerably. Not to mention the objectives are kind of built into the 3-ring setup.WMDogma said:We have access to both expansions, which allow for the creation of a larger 4 Ring galaxy with 6 players. I believe the core set doesn't actually come with enough tiles to make a 4 ring galaxy on its own.Imper1um said:Btw, Rules fix:
1. You used too many rings. Its three rings, not four. Check out page 8: http://www.fantasyflightgames.com/ffg_content/Twilight%20Imperium%203/ti3rules.pdf [http://www.fantasyflightgames.com/ffg_content/Twilight%20Imperium%203/ti3rules.pdf]
2. You placed too many red tiles, and you disobeyed rule 3 in placement: "You may not place a Special System (with an inner red border) adjacent to another special system, unless you have no other choice."
3. Based on your initial placement, I bet you also violated rule 5, "If you placed a system that did not have a planet during your first placement, you must, if able, place a system that does contain a planet on your next placement."
Arg...so much misbalance in this game.
We opted for a six player larger galaxy because we wanted a longer game with more chances for conflict, both militarily and diplomatically - our first time with the game playing on a regular galaxy resulted in a lot of posturing, but nothing else really happened, so we figure if we all had more resources, we'd be more inclined to use them for things like fleets and technology and such.Imper1um said:Ahh, that makes sense (I see the empty space markers), but, still, the 4th ring is a 7-8 player variant. With six players, a 3 ring setup is recommended because resources are tight enough to warrant people to attack more to gain resources to attain the objectives. Otherwise, you're ending up with too many resources, and you can pretty much get every piece of plastic onto the table easily, which is kind of cool, but also slows down the game considerably. Not to mention the objectives are kind of built into the 3-ring setup.
I'm interested to know, how many hours have you played so far in this game?
We have a tendency to do both, actually - there's some banter and posturing around the table when we play as a group, but we also instant message each other in between play sessions to "negotiate" galactic policy as wellJburton9 said:Good stuff! Thank you for posting this. I also appreciate the race/faction flavor, it really breaths life into it vs a straight sanitized battle report : )
WMDogma, do you guys try to limit your diplomacy/espionage to the game table or is it full on deals, text messages, emails etc during the week before the next game?
I do have one complaint though.... my urge to click buy TI on my wish list is growing gah! lol
Wow. 26 hours? Were you playing the long game option? I would say that every regular game I have played with the base set has lasted 4-5 hours on average.Silentpony said:I absolutely hated this game. It was an absolute mess of confusing rules, nitpicking, and completely unnecessary rules/regulations.
Our game lasted a good 26hrs thanks to some expansion rules that took away the turn-based victory point generation.
Play this game only if you have no video games, you're completely out of booze, and you have whole days before you need to do anything.
We played one of the expansions that takes away the Imperial strategy card, so there was no way to get easy to get easy VPs. And the very first card played, literally the first, switched all the planets resources and influence count. So then players had +12-20 influence a turn, but only like 3 resources. So it turned an already overly long game into an absolute grind. Everyone grand strategy of having a great big punch up on the center planet was squashed and the game just dragged on and on, entire turns coming and going with no one making an progress because no one had any resources to work with.s0osleepie said:Wow. 26 hours? Were you playing the long game option? I would say that every regular game I have played with the base set has lasted 4-5 hours on average.Silentpony said:I absolutely hated this game. It was an absolute mess of confusing rules, nitpicking, and completely unnecessary rules/regulations.
Our game lasted a good 26hrs thanks to some expansion rules that took away the turn-based victory point generation.
Play this game only if you have no video games, you're completely out of booze, and you have whole days before you need to do anything.
So soemone pushed a Law through without anyone thinking about the consequences?Silentpony said:We played one of the expansions that takes away the Imperial strategy card, so there was no way to get easy to get easy VPs. And the very first card played, literally the first, switched all the planets resources and influence count. So then players had +12-20 influence a turn, but only like 3 resources. So it turned an already overly long game into an absolute grind. Everyone grand strategy of having a great big punch up on the center planet was squashed and the game just dragged on and on, entire turns coming and going with no one making an progress because no one had any resources to work with.