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11

While researching the below comments (but after posting the question) I found this excellent post, Five Thousand Words about Eclipse on the Tao of Gaming blog. It has some great thoughts about ship size, virtual fleets, and turn nine. I thought I would answer with a few of my own observations regarding strategy to start off. Some of this answer is summaries ...


10

Talk about it. That's it; make the game a topic of conversation. Talk about it at random moments. Talk about your strategy when you're breaking out the game to play again. Talk about other players' moves while they're moving, and what plans they might be laying. Talk about how to break up an opponent's strategy, or even how to break up your own strategy. ...


9

Combat will always take place. If you are in a diplomatic relationship with another player, that relationship is broken the moment one player enters a hex occupied by the other player. This is covered on p11 of the rules: Your Diplomatic relations stay in effect until the end of the game, unless you attack one of the players you have Diplomatic ...


8

This is a common problem among beginner Go players; they tend to focus on short-term tactics and lose sight of the big picture. Even if they win their battles, they're still likely to lose the war. I find the best tool for teaching long-term strategy for such cases is game reviews. In Go clubs, it's not uncommon to see a game disassembled after the match ...


8

In the base Eclipse game, there is no hard counter to Plasma Missiles. However, there are tactics that work well against Plasma Missile-focused ships. Cutting off the retreat of missile fleets can be devastating, since they often work best by unleashing their missiles to deal crippling damage and then retreating to fire again the next round. A missile-only ...


7

I've found through my plays of Eclipse that there are 4 things you can do to speed up setup: 1) Take the bags where you put the ships in for each player. Add 3 colony ships, the storage markers, the starbases, all cubes and disks. You'll have a bag for each player with all the stuff they need to setup their player board. 2) Buy a 'bead storage box'. Craft ...


6

Eclipse is a complicated game. If you have never taught the game yourself, expect a teaching game to take 4-7 hours. It took me about 20-30 minutes to learn the game. I am an experienced gamer, had browsed the rulebook, and the player teaching me had taught others before. For a first-time teacher and inexperienced players, I estimate teaching will take at ...


6

I think games companies often estimate the time based on players who know the game. My first few plays of a game will often run long compared to the estimated time on the box, but my tenth, fiftieth or hundredth play will often come in around the box estimate (or less). Eclipse is a big game with lots of things to take account of (various technologies, ...


6

One thing to note is that a plasma missle armanda is meant to completely devastate one battle, but it is pretty hard to split off and attack multiple hexes. Also, keep in mind that winning battles does not equal winning the game. My most recent game was a three player in which both my opponents got plasma missles and tried to conquer my territories. Though ...


6

Starbases are classified as "Ships" (see page 6 of the manual), and despite their lack of a drive they work exactly like any other Ship as far as the game mechanics are concerned. This would include being able to pin, or be pinned by, opposing Ships. (see also this response by one of the game designers to a related question) As per page 14, the relevant ...


6

The "cheapest Technology Tile" is counted according to the technology's base price; technology discounts are irrelevant. Ergo, of all the available technology tiles, you pick the one (that you don't already have) that is left-most on the track. If there's more than one "cheapest" technology available (i.e. multiple technologies in the left-most column), ...


5

The supply board contains two panels for Ship Parts; those five in the left-most panel are available to everyone at all times. The other twelve in the right panel — distinguished by the Technology icon printed on the upper right corner of the tile — are only available to users who have researched the corresponding technology. Unlike most other ...


5

As long as you're obeying the basic rules of shipbuilding, you can put as many of any ship part (Ancient ship parts notwithstanding) on your ship as you wish. While the effects of ship parts are cumulative (e.g. two power sources would provide twice as much power as one), ship parts themselves can not "stack" infinitely. Each ship class has a very finite ...


5

You interpreted the rules correctly. The rules state: if your Ship is in a hex without an Influence Disc after the Combat Phase, you may place a disc there. Which does not require that you actually participate in combat, just that you have a ship in a hex without any influence disks. So you are allowed to claim an influence disk free hex by ending ...


5

You are correct that you must select the unexplored space you wish to explore before drawing the hex tile from the appropriate stack. And yes, if you have the wormhole generator technology, you may explore a space adjacent to a side of your controlled hex that does not have a wormhole half. However, you must then make sure you orient the new hex so that a ...


4

For the cubes, dump them out, in approximately the right spots; slide most of them over to the left, then make sure the 3 right-most cubes for each of tech/resources/money are in the right spots. Let people sort the rest when it's not their turn. That said, I'd love to have boards that had recesses for all of the cubes/discs so they moved around less.


4

Full disclosure: I have never played eclipse. From what you describe about what you like and what you don't like I have some suggestions to make this game shorter and easier to learn. House rules to the rescue! I would start by making the game semi random. In really though draw based games where I am struggling with a multifaceted mechanic, I remove some ...


4

To both questions, the answer is No. From the rulebook, page 11: Your Diplomatic relations stay in effect until the end of the game, unless you attack one of the players you have Diplomatic relations with, or they attack you. Moving your Ships to a hex where the other player has a disc or a Ship is also considered an attack. Both players then ...


4

This is from the official FAQ on BGG: (italics added by me) Q: What happens if I cannot return a Population cube to a track because it is full? This might occur if you return cubes from grey squares to different tracks than where they originally came from. A: The track may be filled completely, so that no number is visible. This means that you do not have ...


3

No, you cannot. The rules don't specifically clarify this; but there is nothing that would ever allow you to destroy a starbase or ship of your own. A combat only occurs when multiple ships/starbases belonging to different players are in the same sector; and combat is the only way that the rules allow for something to be removed from the board.


3

1. Where would I find original graphics to modify? You could use a scanner. Many home and office printers can act as a scanner, so it should be pretty easy to get access to one. 300dpi is sufficient, but avoid anything lower. In this particular case, you could derive from this. 2. How can I produce good quality boards? Depends on what material ...


3

I would try to get my "non-strategic" friends to start at the end, and then thinking "backward" to the beginning. For instance, in Settlers of Catan, you need 10 victory points (VPs), and you start with two (your two settlements). So you need eight more. Speaking of which, how do you get those eight? You have three more settlements to place, (3VPs), and ...


2

From the rulebook, page 21, emphasis mine: You may not draw more than five tiles. Choose one of the tiles and place it face down on your Reputation Track. Put the rest of the tiles back in the bag. If the track is full, you may return any of your Reputation Tiles (including the one you just drew or one from the track) in the bag. The tiles are drawn in ...


2

I would say option 3. That seems to follow the Course of Battle as detailed on page 20-21: Missiles Engagement Round(s) Retreat Stalemate Attacking Population Reputation Tiles Influence Hexes Repair Damage Player Elimination Where 1 through 4 occur for every battle. Step 5 through 9 occur after all battles across the board are resolved with the exception ...


2

The developers have posted official goodies on this boardgamegeek page. I don't see a scoring track file, but there is a compact technology board in pdf format and other files you could take graphics from. I'm not familiar with techniques on how to make a high-quality product, but I'm sure it will involve a decent colour printer, some heavy cardboard ...


1

I believe that they are intended to apply to the entire ship. I've come to this conclusion for two reasons: First, the text of the ROTA rulebook reads: Two modified Ion Missiles capable of warping the flux grid, giving two Initiative. If they were intended to apply only to the missiles, it seems likely that it would be indicated in this text. ...


1

Make it fun! Our group turns it into a social event. Playing casually, we don't "gang up" or try hard to get eliminations, but we do try to win. Even so, eliminations are pretty rare and randomness is fun. Finally, if the game is too long for you, play another game. As everyone gets more skilled, you can make it more and more competitive.


1

According to the Eclipse Official Faq, Page 21, Influencing hexes: The Influence Discs are placed at the end of the Combat Phase. A better wording for this chapter would be: "At the end of the Combat Phase, if you have at least one Ship in a hex that has no population, remove the previous controller’s Influence Disc (returning it to his Influence Track). ...



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