Hot answers tagged twilight-imperium
10
Some minor tweaks that can help:
1) Use the variant Imperial II from the expansion. Tricky juggling of the turn order to ensure you get Imperial is one cause of delay in selection. (Also, Imperial is badly designed and dull...) That variant expects the goals to be face-up - which speeds the game up; everyone can see which vps they're aiming for later on.
...
10
Situation:
Hostile force: 1 carrier, 10 fighters, 4 cruisers, 1 war sun, 1 ground force
Defending force: 1 carrier, 6 fighters, 1 cruiser, with 3 ground forces defending the planet.
The planet in question is highly valuable, and this is the final turn (or losing it will cost you the ability to gain VPs this turn).
In this situation, you are unable to ...
9
"Imperial" is Twilight Imperium's biggest design flaw (IMO, of course). As you'll typically get the card about twice in a game, and 2 vps is a winning margin in almost all circumstances, it makes the mid/endgame entirely about being the first person to grab Imperial for a second time. In turn, this forces choice of card 1 to get the initiative whenever ...
4
I think Tynam's given the main sensible suggestions that don't distort the character of the game too much. If you want to shorten it more, then I think your options are going to have to be more drastic:
Remove the Status and Strategy phases! A friend of mine proposed a radical variant of TI3 where things move more fluidly and there aren't the defined ...
4
From the FAQ here:
http://new.fantasyflightgames.com/ffg_content/Twilight%20Imperium%203/ti3faq2-2-4.pdf
Q: Is an Action Card that has been sabotaged considered played?
A:
No. For example, a “play as an action” Action Card that is sabotaged
does not use up its owner’s action.
So yes, you should be able to play another action.
3
Felrey's ability will only trigger when she is present in the combat.
From the section on P12 of the Shards of the Throne expansion rulebook "Using Mercenaries In Battle":
Any Mercenary abilities that work during battle may only be used if
the Mercenary is participating in the Space Battle or Invasion
Combat.
You could argue that "at the start of ...
2
It's pretty unlikely that a sabotage run will ever be the most strategically sensible thing to do.
However, there could be several occasions when it'd be a fun thing to do. Given how it's a blatant Star Wars reference, it's a good opportunity to throw around movie quotes. (In case anyone didn't realise: the War Sun is an Expy of the Death Star.)
And in the ...
2
Maybe it helps if you imagine how hard you will laugh when one actually gets through!
Not doing the most logical/sensible action can be a lot of fun, even if it costs some fighters (Which are cheap anyway).
Isn't there a technology upgrade that increases the chances of a successful sabotage run?
2
The Space Docks and PDS units are destroyed.
From page 3 of the official FAQ version 2.3
Q: If a planet contains one Ground Force, one Space Dock, and one PDS,
and “Local Unrest” is played on that planet, are the Space Dock and
PDS destroyed?
A: Yes. The Space Dock and PDS would be destroyed due
to the planet changing ownership (becoming ...
2
My word here is by no means final—there is no clear answer to your question that I can find—but I have a good argument for resolving your case based on the existing rules, FAQ, and card text.
There is no rule that states that Emergency Repairs cannot be played in an action cycle began by a player announcing a card that turns out to be a Direct Hit!.
(The ...
1
In response to your three sub-questions and adhering strictly to rules as written (RAW):
Ad 1: No, you would not get the bonus for these two techs (Gen Synthesis and Dacxive Animators) as they both happen at the end of invasion combat which is outside the scope of the wording on the card.
Ad 2 and 3: Since the card does not state that it only provides its ...
1
The Master's of Orion series is probably the closest PC game to Twilight Imperium, and a great game as well.
Other people seem to think this as well, see here, or here.
You could also go full circle, and say that TI ispired the Masters of Orion boardgame.
1
Actually, there is an (unlikely) situation when the sabotage run is strategically sensible: When the fighters are of no value to you, you might as well throw them away on the off-chance. This could happen if you're definitely about to lose the carriers/fighter bases, or if the war sun's about to do something that will lose you the game - you might as well ...
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