From: "David Coutts" Subject: Re: Twilight Imperium? > Steve wrote: > > > > I was just strolling around my local game store when this game caught my eye. > > I've been looking for a conquer-the-galaxy type game for a while and this one > > looks like it could be good. > > I'm in the same boat, but will probably but it eventually. > > > > > I was considering purchasing Stellar Conquest > > Probably shouldn't. Very mechanical tedious game IIRC. Some good ideas but > not much flair. > > > or Merchant of Venus > > Fun game, borders on "beer and pretzels" Lots of counters to keep track of > but fairly simple mechanics with lots of color. > > > but since > > I've never played any of the above games I am still unsure what to get. If > > anyone out there has played Twilight Imperium, I'd be very interested in what > > you thought about it. Also, a comparison to the above two games would be > > great. Please keep in mind that I am a busy college student and want > > something that is fun but not overly complex to play. > > I've heard TI is a long game. Not real sure about the complexity. > Merchant is agame you can occasionally get a non-gamer to play and usually > finish in a couple hours. Hi, here's a play report of my first game of TI:- OK, you're all familiar with TI so I won't attempt a review. But here is a report of the first game of TI by members of the Glen Waverley Gamers. I'm a big fan of space empire games, and seeing the pictures & review on your web sites made me go out and buy a copy. Present:- Doug (SOL), Alan (HACAN), David (N'ORR) and Lindsay (JOL NAR). 05/10/97 at Alan's place in Richmond, Melbourne. The initial placement saw SOL with a massive cluster of planet systems, the JOL NAR (to SOL left) with a modest cluster, the N'ORR (to SOL right) with the smallest cluster and the HACAN (opposite SOL) also a modest cluster. Soon into the game it was decided that we would probably play to a time limit. We started setting up and going through the rules at 1.00pm, started playing around 2.00 and settled on a 7.30pm finish. Furthest along the progression chart would win, with influence then resources deciding any ties. The JOL NAR (Republic) took an early and very strong lead which basically set the course for the rest of the game. SOL (Foundation) were coming a reasonable 2nd with both the HACAN and N'ORR still struggling at Warlord. Early skirmishing saw the HACAN take Metaxol Rex despite the declared intention of the N'ORR to peaceably (!) settle this system (having so few other options). The N'ORR then destroyed a lone SOL cruiser on their mutual border, more to establish exactly where that border was than anything. Besides, despite the affront by the HACAN in taking Metaxol Rex, the HACAN & N'ORR both realized that they could ill afford to fight each other. At some point the HACAN advanced to take a SOL system, and around this time the HACAN and N'ORR threatened the SOL with a joint invasion if he refused to ally against the JOL NAR. An alliance was quickly formed, past problems forgotten (for now), and trade flourished between the 3 allies. The JOL NAR were diplomatically and militarily isolated. The SOL were to take the brunt of the fighting against the JOL NAR, with scant military assistance from their allies. However, political and economic help was given to help the SOL and harm the JOL NAR. Some huge battles occurred between fleets of JOL NAR dreadnoughts and SOL carriers/fighters/cruisers, with SOL tactics paying off. Some fine card play on both sides saw fleets frozen in place to prevent them massing, some swift retreating by the JOL NAR and gains by the SOL. Still, it was a credit to the JOL NAR that they could match the triple alliance for as long as they did. In the meantime, the N'ORR quietly improved their technology and picked up a few more neutral worlds between them and the HACAN. The HACAN too concentrated more on improving their own lot rather than waste too many ships actually fighting. The N'ORR gained Anti-Mass Deflector's allowing them to send a fleet through the HACAN lines with the declared intention of attacking the JOL NAR. Still, it was argued, perhaps it was best to wait for a few more ships from the homeworld and improve those cruisers (Hylar Assault Lazer) A 2nd fleet headed for the Asteroid field right next to Metaxol Rex And the HACAN slowly, oh so slowly, massed their fleet for a strike on the JOL NAR. SOL began to argue that perhaps it was time for them to take back their world that they lost earlier to the HACAN After all, the JOL NAR were now contained. The HACAN & N'ORR had by now advanced to Foundation, but thanks to a Technological Breakthrough the N'ORR now advanced to Republic. SOL, whose fleet was largely still massed against the JOL NAR, launched an attack against the HACAN which , really, was theirs all along. The HACAN resisted for a turn, but no more. The SOL began eyeing their border with the N'ORR, and spent more resources to catch up on tech. The N'ORR then launched a two pronged attack on the HACAN, at last capturing Metaxol Rex but failing in one other attack on the HACAN / N'ORR border. The final couple of turns before the sands of time ran out saw the SOL gain their 7th tech advance only to have a scientist assassinated by the N'ORR. The HACAN had already this turn miscalculated by one credit and failed to get their 7th tech advance, but they did managed to prevent the N'ORR advancing to Empire by taking back 4 resources. The final result:- N'ORR 1st (Republic, 22 Influence, 21 resources) JOL NAR 2nd (Republic, 15 Influence, 11 resources) SOL 3rd (Foundation, 23 Influence, 26 resources) HACAN 4th (Foundation, 26 Influence, 16 resources) We all thoroughly enjoyed our first game of TI and would have liked to have played to a proper end. It does need to be shorter if it's going to be played much by our group, and I understand that the expansions make this possible. The player interaction in the game is excellent, with the action and political cards. The 3rd expansion(Twilight Armada), amongst other things, adds 350 plastic miniatures. This made me dig out my copy of TSR's "Buck Rogers", which also has 350 plastic miniatures In fact, using the Buck Rogers CRT, changing the bonuses for cruisers to something applicable to Gennies and you could play a kind of "Twilight Buck Rogers" game using the TI hexes and production costs. The BR Killer Satellite is your P.D.S, the BR Transport is your Carrier, the BR factory is your spacedock! It's all there game anyone? David