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m storvik
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Apr 14, 2008
Imperium rules updated v2.doc (774 KB) (Log in or Register to download.)
A bit more modified version, combined from the variants seen here and elsewhere. The imperial/senate cards mentioned in the text. The idea for the cards is not mine but someone elses, first mention I have seen was by user gilesclone on some geeklist. See comments
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m storvik
Finland
jyväskylä
Unspecified
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Imperium is a design from 1977, and so am I. There has been some development in understanding of basic game mechanics, but the classics are naturally left untouched. One major issue is that in old games is that a singe die has too much control. Every now and then you may roll combos that ruin the game totally. That is not fun.

The Imperial intervention / Senate intervention cards somewhat control the random events, but more development is still needed.

The appeals to the empreror are not yet transformed to cards, but are still as die roll, and whay may still happen is that the imperial player rolls "12" in economics, granting +5 RU each turn from the turn one (as happened in our game). That is ok as random event, but uncool if happens twice, especially in the early game. That happened in the last session, and basicly won the game. So why not just roll a die and see who wins and play then some other game?
What I think that will happen next is that I'll transform the Appeals to the emperor into cards, as already done with imperial Interventions.

Then there is the issue with the die rolls in individual battle, rolling 1 is just as likely as rolling 6. Combat should be somewhat impredictable, but not random. At the moment I'm out of ideas (what really work, got plenty of bad ones).
 
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  • Edited Sun Apr 20, 2008 7:17 am
  • Posted Sun Apr 20, 2008 7:16 am
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Mustafa Ünlü
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Takoma Park
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I like these rules but I could not find the cards anywhere. Did I miss something?
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  • Posted Sun Feb 1, 2009 4:06 pm
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