geek
Rules | Subscriptions | Bookmarks | Search | Account | Moderators
Recommend
5
9 Posts
New Thread | Printer Friendly | Subscribe  | Bookmark
Your Tags: Add tags
Popular Tags: [View All]
Alex Klingonsmith
flag
Twilight Imperium 3rd Edition » Forums » General
Out with the old, in with the new
Looking through the new SC's, I see a lot of my complaints about the originals have been resolved. I would like to do a comparison between the two sets.

#1)Initiative to Leadership: Now there's another effect besides going first. plus, the command counters you receive can go to strategy allocation, echoing Initiative's ability.

#2)Diplomacy to Diplomacy II: Yay!! A reason to pick Diplomacy before turn 4-5! Annex a planet or Signal Jam everyone...Choices, choices.

#3)Political to Assembly: Control what the current agenda will be? Much better than what will be voted on in a later turn. And giving someone else the speaker token causes some interesting decisions...Take first pick of strategies or select the agenda. And the secondary ability is nice, refreshing planets is always good.

#4)Logistics to Production: The original Imperial SC had one of the greatest secondary abilities in my opinion. Building and moving is a very potent combination. That ability is copied here, but with a two resource bonus.

#5)Trade to Trade II: Removing the ability to break the Hacan's trade agreements is a bit of a downer, but it seems like a better card because of it. No longer requiring a command counter to receive trade goods is great and avoiding the one good tax is a good incentive to take Trade II for the turn.

#6)Warfare to Warfare II: ALL SHIPS ON HIGH ALERT!! +1 bonus to combat rolls until end of turn. The original ability, although fun, didn't always match the idea behind the card. Build in a system, remove the command counter, and build again is warfare?:what: The new secondary ability is much more relevant, allowing any ship to move to reinforce an attack or defend against one should be seen much more often than patroling.

#7)Technology to Technology II: In the games I played with the original SC's, few players hit some of the higher techs, like Advanced Fighters or X-89 Bacterial Weapon, without exclusively taking Technology every chance they got (or they played as the Jol-Nar). Two technologies a turn should help make the higher ones more relevant.

#8)Imperial to Bureaucracy: The big one. Its my belief that a good game mechanic give interesting choices, and Imperial failed at that. Get a free technology advance or two points? Bureaucracy is much better. Imperium Rex will still be revealed between turn 7 - 10, although some bonus counters will be stuck on the SC for awhile. Get a free technology advance or get x number of bonus counters where x goes up every turn is a much more interesting decision.

Well, thats my comparison between the old and the new Strategy cards of Twilight Imperium. Feel free to disagree with my thoughts, and please share yours with me.

Pax Magnifica Bellum Gloriosum

(edit: fixed some typos)
Last edited on 2007-11-27 18:41:22 CST (Total Number of Edits: 1)
Richard Young
flag
Avatar
0809
I agree with your analysis but must qualify that I never played with the old SCs. I avoided the game based just on what I was reading - until the expansion came out. I think the game is fine now but those who have played both versions will be in a better position to comment on the effect of the changes.

As an additional thought regarding the expansion in general, it appears that the tools are now there to tweak the game in any direction that a particular group prefers.
Alex Klingonsmith
flag
Quote:
I agree with your analysis but must qualify that I never played with the old SCs.


Well, since you confessed, now I have to. I haven't played with the new ones yet, just the old SC's:blush:. but it is good to know I analysed them pretty well.
Martin R. Krause
flag
060708
Bueocracy has the big flaw that it does no work with open objectives, which we always use. I haven't found a proper suggestions for that problem.
Matt Winckler
flag
Avatar
07
HeroOfRagnarok wrote:
Well, thats my comparison between the old and the new Strategy cards of Twilight Imperium. Feel free to disagree with my thoughts, and please share yours with me.


I'd agree with everything except for Warfare. I am actually quite fond of the original Warfare because it grants you so much more flexibility. "Surgical strikes" in dangerous areas become viable, because you can move your ships in, do the combat, execute Warfare to remove the CC, then move them back out. Or you can make a break for Mecatol Rex and reach it from your homeworld in a single turn. Or, as you say, produce units twice (which, in keeping with the theme, I note that the primary ability is actually called "Major Offensive", and to have a Major Offensive you need lots of units, right?) ;) I do admit that Warfare II secondary is unquestionably better than original Warfare, though.

And in fairness, I haven't actually played with Warfare II yet--I'll have to convince my group to give it a go. So far they've always preferred to stick with the original.

Technology II is excellent. It was through the judicious use of Tech II that, as the L1Z1X, I once obtained Advanced Fighters on the second turn of the game. ninja Of course, after that, the other two players present were so scared of my technologically awesome fighters that they ganged up to beat me into submission. :soblue: That was also the game in which I learned to hate Automated Defense Turrets.

Matt
Alex Klingonsmith
flag
Quote:
I am actually quite fond of the original Warfare because it grants you so much more flexibility.


The flexibility that Warfare gave was very helpful, and is sad to see it go. But, there is still the action card, unexpected action, I believe, that allows almost the same result.
Barry Figgins
flag
Well, Warfare is one of the ones where you can swap it with Warfare II if you want.
Henry Allen
flag
09
Torquato,

Some folks on the Fantasy Flight Games message boards came up with a solution to allow Bureaucracy with the Age of Empires variant (open objectives): http://www.fantasyflightgames.com/cgi-bin/yabb/YaBB.cgi?num=.... From scanning this thread and other threads that reference it, it seems that folks really like this variant.

It basically lets you see all of the objectives immediately (like Age of Empires) but they're all locked to start (no one can qualify for them) ... you have to use the Bureaucracy card to unlock objectives.

You'll need to make your own strategy card (unless you just want to use the existing one and remember that it doesn't do what its says) but it's worth it!

Just so you know my perspective, previously I've played twice with the original strategy cards (using Age of Empire) ... I loved the game but found the Imperial/Initiative thing annoying. We then played once with the alternate strategy cards and I still liked the game but I really didn't like playing without open objectives (which we did so that we could use the new cards). Now we've played twice with the alternate strategy cards (back to Age of Empire/open objectives) with this variant and we love it, I think we'll use the alternate strategy cards with this variant from now on (maybe swapping in Warfare I for Warfare II occasionally).
Alwin Derijck
flag
He Torquato,

your questions has been discussed in this post...
http://www.boardgamegeek.com/article/1899388

I´ve posted the FFG post Henry suggested here.

It is a nice variant.

gr Alwin
Front Page | Welcome | Contact | Privacy Policy | Advertise | Support BGG | Feeds RSS
BoardGameGeek and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.