<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
	<title>Game: Twilight Imperium</title>
	<link>http://www.boardgamegeek.com/boardgame/24</link>
	<language>en-us</language>
	<lastBuildDate>Thu, 20 Nov 2008 16:27:17 -0600</lastBuildDate>
	<pubDate>Thu, 20 Nov 2008 16:27:17 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Second attempt</title>
	<description>4 of us played Twilight IMperium last night, Dan who played last time, and 2 newbies. I had emailed FF having read on here what a good company they were for customer service asking aobut whether its possible to get the OOP ARmada upgrades or not, and they very kindly sent me the plasic pieces for nothing.  Although there wasn't enoguh to cover everything, it was nice to have some 3d pieces, iun both games I've played so far there doesn't seem to be enoguh groundforces to cover the game, in plastic only had 4 flags.  We assume there isn't a limit on amount of planets you can conquer so improvise, in this case going back to the cardboard pieces.&lt;br&gt;&lt;br&gt;First complaint was it was an hour and half gone by the time we had the board set up and everyone's starting positions done, and explained the rules.&lt;br&gt;&lt;br&gt;I had decided after last time that my strategyt would be to do a route of planets from my homeworlds to Metacol Rex and set of for their straight away, colonising as i went, this didn't work quite as planned when we built the map, just had one planet on the way.  Thought if I can get there, put a spacedock there, then its an even distance to anywhere on the board to colonise, just build a carrier and groundforces and have fun.  I had also installed a wormhole from my side of the board to the other for colonisation purposes, as the lad next to me had a hell of a lot fo planets to get through.  ANd installed a supernova between me and dan on the other side, becuase I know he is an aggressive player.&lt;br&gt;&lt;br&gt;Got to Metacol Rex ok, but just like last time I wondered how Dan had managed to expand his Empire so quickly, him and Joel had loads of planets, me and Nick only a couple.  Turns out they've been playing it, move onto a Hex one movement, thne you immediately get all the planets on that Hex, even thoguh I had explained to them at the beginning its one movement from one planet to the next on the hex.  Both lads who had doen this didn't want to change it, said its too late, now we are too far into the game, to have to change all this and strip it all away and work out where we were.  SO we carried on all though I was annoyed, I couldn't win this game or the previosu one because for each planet I had colonised they had done 2, so 2 turns or so in I had 3 planets, Nick something similar, and they both had 5-6 planets each.  No wonder they were wiping the floor with us.&lt;br&gt;&lt;br&gt;Me and Dan both got an action card at the same time that let us go through the whole deck and pick the card we wanted.  SO we split the deck in half and went through half each.  Everyone seemed unhappy with this because of the amount of time it takes to go through all the cards and decide what you want, talk about downtime!&lt;br&gt;&lt;br&gt;I played a card on Dan that meant he only collected half his income for a turn (wasn't the card I picked but one I drew).  This was because I was annoyed that he had a massive Empire just because he was playing by different rules than me for the first hlaf of the game, and there was nothing I could do about it, and I thought he was going to win.  This drew his wrath which meant next turn he destroyed Metacol Rex and all of my pieces on it with his action card, which left me severly crippled.&lt;br&gt;&lt;br&gt;I then went and did some hot cross buns for them.  When I got back was Told Joel had won (the other player with a big empire).  Fair enough, how did he win exactly?  We got to market place phase and Dan swapped him some stuff for influence.  I reminded thme you can only trade coins and action cards (that kept miffing NIck saying 'what are you gonig to swap money for? here's my five can i have your five now?', kpet having to remind him you could offer credits for action cards).  AS they were moaning it had been three and a half hours and they'd had enoguh, I said I didn't mind if they just wanted to say JOel won and wrap it up there, even if it was an illegal move.  Joel said no I want to carry on a bit, he'd built an Empire and wanted the chance to use it.  So it was political phase next, and I played a card that let me go through the political cards and choose one to activate, I picked one which meant everyone had to go down to 2 dreadnoughts (which is all I had).  A bit of confusion other this card, do you still have to vote on it, or does it mean the rule on the card is law?  I had shown dan my action card earlier and he had decided that the action meant it was automatically bought in and not voted on.  SO when he questioned it I reminded him of this.  SO he said fair enoguh.  But as soon as he and Joel realised their big Empires would be downscaled through the loss of Dreadnoughts to the same size as the rest of us, they decided they had had enough of the game, so Joel was again declared winner and the game was over.&lt;br&gt;&lt;br&gt;The outcome is I don't think any of them fancy it again, they feel it takes too long.  The length was never an issue for me, it takes time to conquer planets and build empires and would like to play a proper game, which I feel I haven't because both times I've played mistakes have been made which I feel havew left me without a chacne of winning, bvecuase I have being developing at a slower rate than others, interpreting the rules as I saw them.  The problem with the game is that there is too much bookkeeping, so you have to rely on others to work out there resources and influence correctly, because you haven't got enoguh time to double check everyone's, becuase the game takes so long as it is.  SO its so easy for the game to be won by mismanagement.  &lt;br&gt;&lt;br&gt;I would like to play again , but its looking unlikely at this point.</description>
	<link>http://www.boardgamegeek.com/article/2175978#2175978</link>
	<pubDate>2008-03-22T15:16:13+00:00</pubDate>
	<dc:creator>whats your game?</dc:creator>
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	<title>Thread: Making an upgrade pack for TI 1st ed.</title>
	<description>Long story made short: I have TI1, I want to make a mod for TI if possible compatible with all TI version. So I want to upgrade my TI game to TI 3, for example the planet values, but I still want to keep the game play like the original game. I also want it to be possible to play both TI1 and my mod with the same game.&lt;br&gt;&lt;br&gt;So what I am thinking of is an upgrade pack for twillight imperium 1 that integrate some components of the third game while keeping the game play of the first game. There are interesting ideas in TI3 which makes the game more convenient to play (ex: planet cards) but I don't want the ressource management system in TI3. I don't want to make a new game either, that will be something else. Here is what I have tought so far and I want your comments.&lt;br&gt;&lt;br&gt;--- Components ---&lt;br&gt;- Change the stats and configuration of all planets to TI3 with some systems from the expansion. Add nebulas and ion storms and new homeworlds.&lt;br&gt;&lt;br&gt;- Add destroyer and war sun ships tokens for each color&lt;br&gt;&lt;br&gt;- Planet cards for all the planets.&lt;br&gt;&lt;br&gt;- Speaker token&lt;br&gt;&lt;br&gt;- Race sheet: This will be new sheet using the production values and starting units of TI3. The races special abilities will be redefined since there is no more command/strategy/fleet counters. The technology track will be integrated on the race card. All 14 races will be available.&lt;br&gt;&lt;br&gt;- Credits will be used as trade goods&lt;br&gt;&lt;br&gt;- Victory conditions cards: Not like in the ti3 game, probably something similar to settlers of catan &quot;largest army&quot; and &quot;longest road&quot; system.&lt;br&gt;&lt;br&gt;--- Rules to change ---&lt;br&gt;&lt;br&gt;- Some technologies will be readapted to fit in the game. Will also need to fix a new price and determine how tech specialities would be applied. (like TI2(variable) or TI3(fixed)&lt;br&gt;&lt;br&gt;- Dreadnought and war sun would not be able to take 2 hits. (because cannot flip tokens. Or still allow tokens flipping)&lt;br&gt;&lt;br&gt;- During the combat phase only, each player make 1 move one after another like in the TI3 game but all the other phase are done simultaneously like in the original game.&lt;br&gt;&lt;br&gt;- ressource spending will be done by exhausting cards, so there is no ressource collection&lt;br&gt;&lt;br&gt;- First player determined by bidding influence at the end of the turn.&lt;br&gt;&lt;br&gt;- I am stuck with the old action/politic cards. I hope it will be compatible with the few changes. One thing for sure is that the action cards that requires a race skill will not apply.&lt;br&gt;&lt;br&gt;- Maybe add a drawback when people vote against political cards since there is absolutely no cards which has an &quot;against&quot; outcome. &lt;br&gt;&lt;br&gt;- Victory conditions: Since the planet values has changed, I cannot use the galactic progression chart anymore. Maybe have 10 cards with a victory condition like setters of catan. Ex: &quot;If you have 5 planets and you are the player with the highest amount of planets you can hold this victory card&quot;. You would need to hold a cartain amount of victory cards to win. The more players you are the less cards you need to hold in order to win. I was thinking something like:&lt;br&gt;&lt;br&gt;6 players : 5 cards&lt;br&gt;5 players : 6 cards&lt;br&gt;4 players : 7 cards&lt;br&gt;3 players : 8 cards&lt;br&gt;2 players : 9 cards&lt;br&gt;&lt;br&gt;There will probably be a few other details to adjust but that's it for now. What do you think? Does it make sense? does it keep the same TI1 spirit. Should I add additional stuff from ti3</description>
	<link>http://www.boardgamegeek.com/article/2127311#2127311</link>
	<pubDate>2008-03-03T00:52:06+00:00</pubDate>
	<dc:creator>larienna</dc:creator>
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	<title>Thread: First attempt</title>
	<description>Bought TI 1 on ebay for £8.50 last week, this weekend a couple of mates came round and we had a go at it.  Not too bad, not to difficult to understand. on the map layout though, wehad space all around and jsut a cluster of planets around each of our homeworlds, we then spent the game (3 of us) claiming our local planets. Once that was done I then realised Metacol Rex for its 9 influence, becasue our mate Dan had been thrashing us with influence since the beginning of the game (he started with 10) and every political round had been decided by him.  Also around this time he pointed out that the rule book says that you don't get your new purchases straight away but at the end of the round (i thought you got your troops straight away to mark the planet as yours, and also thought you got space docks straight away as they aren't shipped there).  There was a fracas over Metacol Rex because Dan let me go first, I immediately went for it, he then played a card stopping a persons fleet from moving, I pointed out this has to be played before a persons movement.  He apologised, I let him off as its our first go.  Now realise I sohuldn't have and suspect that he knew what it said all along but thought he'd try it the wrong way (I had similar card which cancels a political phase before its played).  So I let him off, but he thought that dreadnoughts coudl still move (i thought they count as part of the fleet but he thought different) so i moved my dreadnought in instead of my carrier.  He went in to fight it.  Told him he coudln't because two rounds ago a political card banned fighting unless he paid a 35 credit waiver.  He didn't want ot pay that, so withdrew, then reread the rulebook realised it was part of the fleet so I coudln't move in there.  So he moved in and declared he had won the game.&lt;br&gt;&lt;br&gt;All in all the game took 2 hours, not bad, but I'm guessing so quick because we were putting certain resources out as soon as we built them.  Is there a good reason why you are not allowed to do this as people on here normally complain the game takes too long and never gets completed whereas our newbie one was finished in 2 hours. </description>
	<link>http://www.boardgamegeek.com/article/2090957#2090957</link>
	<pubDate>2008-02-18T15:03:44+00:00</pubDate>
	<dc:creator>whats your game?</dc:creator>
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	<title>Image</title>
	<description>
		Ships Sheet 2 of 2 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic184957_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/184957</link>
	<pubDate>2007-02-10T10:48:37+00:00</pubDate>
	<dc:creator>itchyrichy</dc:creator>
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	<title>Image</title>
	<description>
		Ships Sheet 1 of 2 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic184956_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/184956</link>
	<pubDate>2007-02-10T10:48:24+00:00</pubDate>
	<dc:creator>itchyrichy</dc:creator>
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	<title>Image</title>
	<description>
		Race cards and progress cards &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic184955_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/184955</link>
	<pubDate>2007-02-10T10:48:03+00:00</pubDate>
	<dc:creator>itchyrichy</dc:creator>
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	<title>Image</title>
	<description>
		Hex Sheet 1 of 4 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic184951_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/184951</link>
	<pubDate>2007-02-10T10:46:23+00:00</pubDate>
	<dc:creator>itchyrichy</dc:creator>
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	<title>Image</title>
	<description>
		Hex Sheet 3 of 4 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic184949_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/184949</link>
	<pubDate>2007-02-10T10:44:55+00:00</pubDate>
	<dc:creator>itchyrichy</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Hex Sheet 2 of 4 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic184948_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/184948</link>
	<pubDate>2007-02-10T10:44:37+00:00</pubDate>
	<dc:creator>itchyrichy</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Hex Sheet 1 of 4 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic184947_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/184947</link>
	<pubDate>2007-02-10T10:43:54+00:00</pubDate>
	<dc:creator>itchyrichy</dc:creator>
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	<title>Thread: Re: Still playing TI2...?</title>
	<description>Neal, thanks for posting this. It looks very interesting!&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1100373#1100373</link>
	<pubDate>2006-09-28T09:54:26+00:00</pubDate>
	<dc:creator>Funestus</dc:creator>
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	<title>Thread: Re: Still playing TI2...?</title>
	<description>I posted it in the Variants forum of TI3.  Let me know if you prefer something else.</description>
	<link>http://www.boardgamegeek.com/article/1100219#1100219</link>
	<pubDate>2006-09-28T05:20:57+00:00</pubDate>
	<dc:creator>nburghardt</dc:creator>
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	<title>Thread: Re: Still playing TI2...?</title>
	<description>Neal:&lt;br&gt;&lt;br&gt;If you get the time, it would be great if you could post your variant in the files section for TI3, here on BGG.  Definitely interested...&lt;br&gt;&lt;br&gt;Thanks!</description>
	<link>http://www.boardgamegeek.com/article/1099417#1099417</link>
	<pubDate>2006-09-27T20:34:52+00:00</pubDate>
	<dc:creator>jspoto</dc:creator>
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	<title>Thread: Re: Still playing TI2...?</title>
	<description>Svein,&lt;br&gt;&lt;br&gt;I've never played TI2, but we have TI3 and LOVE it!  We can't get enough of it.  But I agree with your remarks, something is just not as exciting about the rules out-of-the-box.  It tends to promote a cold war scenario.  We've solved this with a few variants.  &lt;br&gt;&lt;br&gt;The main thing was did was adjust the cards in the objective deck.  The Stage 1 objectives are achievable with little to no interaction, so we've swapped out the second Stage 1 with a Secret objective treating it like a public and the fourth and sixth cards in the stack with Stage 2 objectives.  This means only three points are scorable from the easy ones in the objective deck and creates more scoring opportunities for players being more aggressive.  &lt;br&gt;&lt;br&gt;We also didn't like a player winning while weak.  You know how a player will get a lead and then the others pound him/her down.  Yet they could still win even with few pieces and planets remaining under their control by getting that last needed point via a Stage 1 objective.  So our solution was make a rule that says to win while claiming an objective, our group requires it to occur on a two pt or better card.  Imperium Rex is still in our last four cards, so we still have the timer to end the game if nobody is scoring sufficiently.&lt;br&gt;&lt;br&gt;That's how we make the game more interesting and like I said we are completely addicted now.  If you want a more detailed description of our variations, I'd gladly send/post them.</description>
	<link>http://www.boardgamegeek.com/article/1099305#1099305</link>
	<pubDate>2006-09-27T19:45:31+00:00</pubDate>
	<dc:creator>nburghardt</dc:creator>
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	<title>Thread: Re: Still playing TI2...?</title>
	<description>I like both TI2 and TI3.&lt;br&gt;Now that I have TI3, though, we usually play it instead of 2.&lt;br&gt;Back when I used to play TI2, we took care of the book keeping by using the production chart from Axis&amp;Allies.  We put our race marker on it to show resources, and a cruiser or GF to keep track of influence.  It worked.</description>
	<link>http://www.boardgamegeek.com/article/1097148#1097148</link>
	<pubDate>2006-09-26T17:30:10+00:00</pubDate>
	<dc:creator>Aarontu</dc:creator>
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	<title>Thread: Re: Still playing TI2...?</title>
	<description>Thanks folks! I'm glad that TI2 is still &quot;alive&quot;...&lt;br&gt;&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1087525#1087525</link>
	<pubDate>2006-09-20T11:50:16+00:00</pubDate>
	<dc:creator>jedik77</dc:creator>
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	<title>Thread: Re: Still playing TI2...?</title>
	<description>We play TI2; we never got around to trying TI3.  We just use a little whiteboard with everyone's resources, influence, and ...uh, I forget what the other thing was.  But at the point in the turn when you figure out turn order, you just write it on the whiteboard too, and then if influence/resources change during the turn, you've still got the turn order.&lt;br&gt;&lt;br&gt;The bookkeeping isn't that big of a deal; when a planet changes hands (etc.), you just adjust the total on the whiteboard.  And if at any point someone thinks there's been a mistake, you can re-calculate the total...</description>
	<link>http://www.boardgamegeek.com/article/1085418#1085418</link>
	<pubDate>2006-09-19T13:03:45+00:00</pubDate>
	<dc:creator>kuhrusty</dc:creator>
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	<title>Thread: Re: Still playing TI2...?</title>
	<description>We tried TI3 and it was a disappointment. On the surface it has many improvements, but the core game is IMO flawed. I dont want to go into great depth here. But the biggest problem in my view is that attacking is not encouraged. Having a good starting position (ie: luck) and then playing defensively while grabbing the Imperial strategy card is the way to go. The whole strategy card mechanism that was lifted straight from Puerto Rico works much less well here IMO. Both trade and politics works less well than it did in TI2. &lt;br&gt;&lt;br&gt;The sad part is, TI3 DOES improve on TI2 in some ways. Mainly with book keeping and less downtime. The objective cards is a nice idea but the objectives themselves seem badly thought out. But to be honest I would rather play TI2 than TI3. Since TI3 came out and flopped for us we have played neither, but Im seriously considering getting TI2 out of the basement. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;I also hope the expansion for TI3 will fix the problems. Also Ive been meaning to browse the forums to see if there is any nice sounding &quot;fixes&quot; that we could try..&lt;br&gt;&lt;br&gt;That being said, quite a few people seem to enjoy TI3 just fine.. my advice is try before you buy &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1085407#1085407</link>
	<pubDate>2006-09-19T12:51:51+00:00</pubDate>
	<dc:creator>Funestus</dc:creator>
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	<title>Thread: Re: Still playing TI2...?</title>
	<description>&lt;i&gt;If you dont have a laptop, my advice is that you make a track on paper to track influence and resources (and possibly credits). Then use markers from the players to signify their position. Whenever someone takes a planet or gets a tech, adjust the markers.&lt;/i&gt;&lt;br&gt;&lt;br&gt;I plan to do something like that!&lt;br&gt;&lt;br&gt;Svein, did you try TI3, and if you did how would you compare it to 2nd edition?</description>
	<link>http://www.boardgamegeek.com/article/1085195#1085195</link>
	<pubDate>2006-09-19T05:55:28+00:00</pubDate>
	<dc:creator>jedik77</dc:creator>
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	<title>Thread: Re: Still playing TI2...?</title>
	<description>Our TI2 games used to be quite long when playing by the standard rules, in fact I think we maybe only ever finished one game using that.&lt;br&gt;&lt;br&gt;We often played with a variant that made sure the game ended, I think by rolling a D10 at the end of every round and adding the numbers until the total was a certain number. Then the game ended if noone else had won it in the meantime. This worked quite well for making sure we finished the game in one evening while also preventing the last round kamikaze rush that would happen if people knew it was the last round. &lt;br&gt;&lt;br&gt;If you dont have a laptop, my advice is that you make a track on paper to track influence and resources (and possibly credits). Then use markers from the players to signify their position. Whenever someone takes a planet or gets a tech, adjust the markers. This should be almost as good as having a laptop.&lt;br&gt;&lt;br&gt;Good luck!</description>
	<link>http://www.boardgamegeek.com/article/1084076#1084076</link>
	<pubDate>2006-09-18T18:50:38+00:00</pubDate>
	<dc:creator>Funestus</dc:creator>
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	<title>Thread: Re: Still playing TI2...?</title>
	<description>Thanks for the advice Svein, but I don't have a laptop... I'm prepared for some counting  - when I get TI2 on the table, it will be a small &quot;sacrifice&quot;!   &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;   Plus, I have Hope's end deed cards for some additional help. &lt;br&gt;&lt;br&gt;Did you &quot;break&quot; the game in two or more sessions or there's no need to do it? How long were your average plays?  </description>
	<link>http://www.boardgamegeek.com/article/1083594#1083594</link>
	<pubDate>2006-09-18T13:51:54+00:00</pubDate>
	<dc:creator>jedik77</dc:creator>
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	<title>Thread: Re: Still playing TI2...?</title>
	<description>If at all possible, try to use a laptop and run the TI2 manager program to help with book-keeping. This is almost required unless you are prepared to do a lot of counting. Especially if you only play the base game without the deed cards to help. Ideally it should be hooked up to a tv or projector so everyone has a good view of the situation. &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1083404#1083404</link>
	<pubDate>2006-09-18T08:27:06+00:00</pubDate>
	<dc:creator>Funestus</dc:creator>
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	<title>Thread: Re: Still playing TI2...?</title>
	<description>Yep, it still sits, not on the shelf, but on the floor...   &lt;img src=&quot;http://files.boardgamegeek.com/images/goo.gif&quot; alt=&quot;goo&quot; border=&quot;0&quot;&gt;   I'm still going through the rules and clearing all confusing things, and then I'll attack: &quot;come on guys, it's great, you'll see...&quot; &lt;br&gt;&lt;br&gt;Well, I was thinking, like when we play &quot;Axis &amp; Allies&quot;, to &quot;break&quot; the game in few sessions, if it will take too long to finish in one evening. Yes, it requires a lot of writing and storing, but... Is that possible with 3rd edition ( to &quot;brake&quot; it )...? &lt;br&gt;&lt;br&gt;And, about book-keeping, I plan to write down, on one paper, two important things that need to be carefully tracked: resources and influence, and, if necessary, number of planets and techs which are easy to track. Plus keeping in mind race's abilities and tech-advantages... It shouldn't be too hard. I hope!    &lt;br&gt;&lt;br&gt;I hope to play it this year! Few days ago friend invited me to play &quot;War of the Rings&quot; with some new folks, and then I'll try to &quot;guide&quot; all of them to TI2...   &lt;img src=&quot;http://files.boardgamegeek.com/images/ninja.gif&quot; alt=&quot;ninja&quot; border=&quot;0&quot;&gt; &lt;br&gt;&lt;br&gt;I would probably like TI3 too, and one day it may be mine... I'll see what will be reactions on 2nd edition! &lt;br&gt;&lt;br&gt;I wish you many great TI moments!      &lt;br&gt;&lt;br&gt;     </description>
	<link>http://www.boardgamegeek.com/article/1082759#1082759</link>
	<pubDate>2006-09-17T19:36:18+00:00</pubDate>
	<dc:creator>jedik77</dc:creator>
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	<title>Thread: Re: Still playing TI2...?</title>
	<description>I have not played TI2, but I was very interested in the game.  I found out about it about a year after it was out of print.  I loved the concept, but was quite certain my usual gaming group would never play it.  &lt;br&gt;&lt;br&gt;When TI3 was announced, I was excited and held off buying a copy of TI2.  I liked what I was reading about the changes from TI2.  I ended up buying a copy of TI3 shortly after it was released.  &lt;br&gt;&lt;br&gt;Unfortunately, it was still too long and involved to get much table time with my typical opponents.  I have only played twice, although we all wanted to play more.  (I am currently trying to get a game of it going in a couple weeks.)  Thus, you may very well be correct that TI3 is too much for your group.  &lt;br&gt;&lt;br&gt;However, based on my reading, I do not believe TI2 is really any simpler.  In fact, there is a great deal more bookkeeping in TI2.  There are programs out there to simplify it, but the resource management was greatly cleaned up in TI3.  Without the strategy cards, TI2 is likely easier to teach, but overall, my sense was that TI3 plays more smoothly with much less downtime between players' actions.  Someone who has played both would be able to make more meaningful comparisons, but I thought my impressions may be of worth, since I faced a similar decision a while ago.  I very much enjoy TI3 and want to play it more often, but the reality is that unless your group really enjoys longer, involved games, any version of Twilight Imperium is likely to spend too much time on the shelf.</description>
	<link>http://www.boardgamegeek.com/article/1082712#1082712</link>
	<pubDate>2006-09-17T18:37:40+00:00</pubDate>
	<dc:creator>GaryP</dc:creator>
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	<title>Thread: Still playing TI2...?</title>
	<description>Hello there!&lt;br&gt;&lt;br&gt;I'm wondering is someone still playing TI2 after release of TI3? I bought TI2 rather than latest version for several reasons ( most important is that 3rd editon looks maybe too complex for my &quot;causal gaming&quot; friends ). &lt;br&gt;&lt;br&gt;If you own both copies, do you like TI2 like you did before, or you forgot about it?  &lt;br&gt;&lt;br&gt;Peace!   &lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;     </description>
	<link>http://www.boardgamegeek.com/article/1082527#1082527</link>
	<pubDate>2006-09-17T14:31:59+00:00</pubDate>
	<dc:creator>jedik77</dc:creator>
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	<title>Image</title>
	<description>
		The first edition box (back) of Twilight Imperium. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic144579_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/144579</link>
	<pubDate>2006-09-06T14:37:49+00:00</pubDate>
	<dc:creator>friedricetheman</dc:creator>
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	<title>Thread: Re: Cards for Twilight Imperium First Edition</title>
	<description>Hi - I have a site for my own boardgame design and on this site there is a page which has a downloadable file analysing TI1&amp;2 (&amp; partlyTI3).&lt;br&gt;This file should contain what you are looking for.&lt;br&gt;&lt;A target='_blank' href=&quot;http://rebelmage0.tripod.com/galacticdomination/id11.html&quot; rel=&quot;nofollow&quot;&gt;http://rebelmage0.tripod.com/galacticdomination/id11.html&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/975603#975603</link>
	<pubDate>2006-07-04T14:13:10+00:00</pubDate>
	<dc:creator>MasterPlayer</dc:creator>
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	<title>Thread: Cards for Twilight Imperium First Edition</title>
	<description>I recently purchased a copy of Twilight Imperium first edition here on the geek. The game came with all the expansions and for the last day and a half or so I have been busy seperating everything into sets and storing them in shoe boxes so that I don't have to force the entire game on anyone at one time. My question is, does a list exist somewhere that says what card's come with what expansion and maybe how many? Any help on this subject would be appreciated.</description>
	<link>http://www.boardgamegeek.com/article/975087#975087</link>
	<pubDate>2006-07-03T22:57:15+00:00</pubDate>
	<dc:creator>JDDudrey</dc:creator>
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	<title>Thread: I am the most bad-ass dude in the galaxy.</title>
	<description>5-player game: me, Alf, Dan, Ray, and Will.  Fun facts:&lt;br&gt;- I was the only person who fought with Alf.&lt;br&gt;- I was the only person who fought with Dan.&lt;br&gt;- I was the only person who fought with Will.&lt;br&gt;- Ray didn't fight with anyone the whole game (!!), but I'm pretty sure I'm the only person he attacked indirectly with a card.  (I think it was a Sabotage card which cost me 50 credits--&lt;i&gt;ouch!)&lt;/i&gt;&lt;br&gt;- In other words, in a 5-player game, I was in &lt;b&gt;every fight in the entire game.&lt;/b&gt;&lt;br&gt;- Despite all that, &lt;b&gt;I won!!&lt;/b&gt;  (That is, when we called the game because people had to go home, I was the only one at Empire; there were a couple people at Republic, and a couple farther back.)&lt;br&gt;- If the game had gone one or two turns longer, I would have been &lt;b&gt;wiped off the map.&lt;/b&gt;  (I'm still calling it a win, though, ha ha.)&lt;br&gt;&lt;br&gt;So the week before, I had been sitting next to Alf, and what started off as a minor incident (one of my cruisers sort of crashed into one of his, and they blew each other up--an honest navigational error which he insisted on calling &quot;an unprovoked attack&quot;) escalated through Secret Industrial Agents and Stellar Criminals into all-out war, so that we spent the entire game beating on each other.  (&quot;No, &lt;i&gt;now&lt;/i&gt; we're even!&quot; etc.)  By the end, I owned all the planets in his home system, and had built a spacedock on one of them.  (I tied for first in that game.)&lt;br&gt;&lt;br&gt;Alf's a nice guy, and I felt bad about destroying his civilization, so this week, before the game, we agreed: &quot;limited warfare&quot; was the concept for the evening.&lt;br&gt;&lt;br&gt;To save time (and so that we can set up without waiting for the latecomers to show up), we deal out the tiles at random, keeping Mecatol Rex and the home systems in the normal places.  I drew Letnev, the guys who start off with two dreadnaughts and tough ground forces.  On my left was Alf again (oops); empty space separated us from Dan on Alf's left and Will on my right, with Ray on the other side of the galaxy.  It looked like Alf &amp; I were going to be fighting over the few planets near us, Dan and Ray were going to be fighting over a considerably larger set of planets riddled with wormholes (maybe half the board), and Will had a nice area of his own to expand into.&lt;br&gt;&lt;br&gt;(It &lt;i&gt;mostly&lt;/i&gt; went like that, except that Dan and Ray &lt;i&gt;didn't fight!&lt;/i&gt;  Their half of the galaxy was so rich that they just split it up without any violence at all.  &lt;i&gt;Oooh&lt;/i&gt; I hate it when your opponents don't grind each other down!)&lt;br&gt;&lt;br&gt;Early on, Alf bypassed the systems closest to him and grabbed the only system which connected the two of us to the rest of the galaxy.  (It was the best system in our little cluster, too: Abyz and Fria, 5/1 and 3/1.)  Although it was two hexes from each of our home worlds, any &lt;i&gt;reasonable&lt;/i&gt; person looking at the arrangement of planets around us would agree that that system was &lt;i&gt;meant&lt;/i&gt; to belong to &lt;i&gt;me!&lt;/i&gt;&lt;br&gt;&lt;br&gt;I was pretty sure I was dooming the two of us to spending the entire game strangling each other over this one stupid system while everyone else grew strong, but the alternative didn't look any better--if I headed off towards Will, Alf was pretty quickly going to run out of planets to grab, at which point he'd be faced with crossing empty space to fight a tough-looking Dan, or just hopping next door and beating up a weak-looking me.  So I attacked him.&lt;br&gt;&lt;br&gt;I managed to take the system, and I built a spacedock there the next turn.  (We might have had another battle or two there, I don't remember.)  Shortly after that, Dan sailed past the unclaimed Mecatol Rex (part of his deal with Ray) to grab a system two hexes from my home.  This was clearly unacceptable, so I attacked him.&lt;br&gt;&lt;br&gt;Somewhere in here, I was &lt;i&gt;trying&lt;/i&gt; to make peace with Alf; I even offered to vacate the system we'd been fighting over, leaving it for him &amp; sacrificing my spacedock, if we would be best buddies for the rest of the game.  He couldn't commit to that (vengeful &lt;i&gt;and&lt;/i&gt; honest--that's a tough mix!), but somehow we wound up agreeing that he wouldn't attack me for three turns.  (Well, I wanted to go fight with Dan some more, and Alf was happy to build up to stomp me.)&lt;br&gt;&lt;br&gt;The fight with Dan didn't get serious until the very end of the game; he kept massing his forces but not &lt;i&gt;using&lt;/i&gt; them.  &lt;i&gt;(Everyone&lt;/i&gt; was doing that.  Maddening I tell you!  I had to start making fun of everyone else for not attacking each other--I &lt;i&gt;really&lt;/i&gt; needed someone else to attack Dan--but it didn't help.)  Alf kept his word and didn't attack for those three turns, which I spent running around grabbing planets (and maybe lightly attacking Dan and/or Will, I don't remember).&lt;br&gt;&lt;br&gt;When Alf's hourglass-of-doom ran out, he stepped into my space and vaporized half my fleet.  Dan also &lt;i&gt;finally&lt;/i&gt; showed up and vaporized the other half.  However, Alf hadn't brought any ground forces, so he didn't take the planets from me!  And I was going last that turn (the last turn in the game), so I was able to zip around with my few remaining cruisers with Stasis Capsules and grab enough planets back from Dan and Will to advance to Empire.&lt;br&gt;&lt;br&gt;Phew!  A nail-biter for me at the end there, but I'm not sure everyone else was looking at the victory conditions and what I was trying to do; I think their focus was more on the more satisfying goal of &lt;b&gt;stomping me.&lt;/b&gt;&lt;br&gt;&lt;br&gt;(Despite being in &lt;i&gt;all the fights,&lt;/i&gt; I did really well with trade agreements; when I drew the card which gives you a huge bonus if you have trade agreements with everyone else in the game, I had three in play, and a turn or two later I drew another one... so at the start of my next movement phase, I offered the trade agreement, which was accepted; played the bonus card, which Ray sabotaged; and then attacked someone, breaking our trade agreement.  It might have even been the one I'd just played...)&lt;br&gt;&lt;br&gt;Anyway, the thing which was surprising to me was how well I did even though I was in, you know, &lt;i&gt;all the fights.&lt;/i&gt;  Normally, it seems like the players who bash each other don't do as well as the ones who sit back and wait to pick up the pieces.  (Well, that certainly would have been true in this case if the game had gone on another turn or two, so I was lucky there.)&lt;br&gt;&lt;br&gt;Another thing this underscored was the importance of buying technologies.  Even when you'd really like more units, if you fall behind in technologies, it's tough to catch up.  These guys had these huge fleets which they &lt;i&gt;weren't even using,&lt;/i&gt; and some of them ended the game with only four or so technologies.  (Now, it's true, &lt;i&gt;a fleet and no technologies&lt;/i&gt; will get you technologies a heck of a lot easier than &lt;i&gt;technologies and no fleet&lt;/i&gt; will get you a fleet... so this may just be another case where I got really lucky on the timing of the end of the game.)&lt;br&gt;&lt;br&gt;Oh, and Ray not fighting &lt;i&gt;anyone&lt;/i&gt; the entire game... he was tied for second, and probably would have gone on to win if we'd played longer, but still--he's normally a vicious bastard who will attack you for no reason at all, so I intend to never let him live that down.&lt;br&gt;&lt;br&gt;And everyone else can expect to be reminded that &lt;b&gt;I fought everyone... and won!&lt;/b&gt;</description>
	<link>http://www.boardgamegeek.com/article/895730#895730</link>
	<pubDate>2006-04-29T13:50:19+00:00</pubDate>
	<dc:creator>kuhrusty</dc:creator>
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	<title>Thread: Re: TI3- decisions, decisions...</title>
	<description>&lt;b&gt;Sky Knight X wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;a) &lt;br&gt;&lt;br&gt;e) We play ISC = 1 VP. That simple tweak seems to fix all of the problems associated with the 2VP ISC. .&lt;/i&gt;&lt;br&gt;&lt;br&gt;the more players you have the less of a problem the 2vp ISC is, and it is less of a problem still if you play to 14 points, because some juicy public objectives come up in latter turns.  i enjoy this game with three players as it is not that long with three but you must play to 14 vp or follow the sugestion above.&lt;br&gt;&lt;br&gt;and realy aprox AU$150 for this much fun is great value.&lt;br&gt;&lt;br&gt;a.</description>
	<link>http://www.boardgamegeek.com/article/867737#867737</link>
	<pubDate>2006-04-03T12:23:29+00:00</pubDate>
	<dc:creator>antiussentiment</dc:creator>
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	<title>Thread: Re: TI3- decisions, decisions...</title>
	<description>a) I guess we play quicker than others, but 4 hours seems typical. Downtime isn't a big deal, especially compared to Shogun.&lt;br&gt;&lt;br&gt;b) All the stuff actually helps keeping track of things easier. TI2 was incredibly fiddly with endless accounting every turn or tracking everything on paper. Now, the game does it all for you.&lt;br&gt;&lt;br&gt;c) It takes a few minutes to explain it, then a turn to get the hang of it. I just played with a couple of newbies last weekend and they were up to speed in no time.&lt;br&gt;&lt;br&gt;d) I actually like the game with three players. It has a diffent feel. It gives the players more time to build up and expand, where with six players, combat plays a major role faster. Five players works just fine.&lt;br&gt;&lt;br&gt;e) We play ISC = 1 VP. That simple tweak seems to fix all of the problems associated with the 2VP ISC. After 20+ games of the 3rd edition, I still have mixed feelings on turtling. Mostly, there is enough variety in victory point conditions that it isn't a problem, but in a few games it has reared its ugly head.&lt;br&gt;&lt;br&gt;It all depends on how much weight you put on perceived negatives. For some players, a certain negative really ruins the experience.  I am very forgiving on traditional negatives, if the overall experience and gameplay outweigh the niggly problems. TI3 does so magnificently.</description>
	<link>http://www.boardgamegeek.com/article/867377#867377</link>
	<pubDate>2006-04-02T23:05:10+00:00</pubDate>
	<dc:creator>Sky Knight X</dc:creator>
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	<title>Thread: Re: TI3- decisions, decisions...</title>
	<description>Here is my 5 cents..&lt;br&gt;&lt;br&gt;&lt;b&gt;fixpix wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I love the theme...a space exploration/negociation/conquest game with beautiful componets is something I always dreamed of owning/playing. Unfortunately I'm not sure the others will be just as enthusiastic about it as I would. But owning 20 games and explaining those 20 games to my group, studying their non-gamer reactions to various game types gave me a bit of understanding about what they would like/dislike in a game so I'd like to ask your help into clearing some questions for me and help me decide whether I should purchase this game or not.&lt;/i&gt;&lt;br&gt;&lt;br&gt;BAH, live your dream and just get it. If you can't find anyone to play, play online. You're the one buying the games, so cater to yourself, not your friends. If they want 'non-gamer stuff' let them buy it. &lt;br&gt;&lt;br&gt;&lt;i&gt;a) One of the most comon observation about the game was it's lenght. Everybody says playing TI3 is like preparing for a crusade. My group is used to playing longer games (A&amp;A, Shogun, Descent). We usually play in the weekend and have about 6 h Friday night and maybe 8 h Saturday so we could split the game in two sessions.  What we don't like about longer games are downtime and lack of player interaction. We could live with a solitaire type of game, but 30-45 minutes downtime per player as it happens when we play Shogun...that is a big minus.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Its a long game, but downtime is not an issue due to the purto rico style of play. There also is certainly not a lack of player interaction, so I wouldn't worry about that. I find it one of those games that feels shorter than it is.&lt;br&gt;&lt;br&gt;&lt;i&gt;b) Another thing that struck me was the plethora of markers, symbols, charts and other info spread before the players. While we're not dumb-1-page-manual-or-else-I-get-headache players we don't like needlessly intricated mechanics also. My question is how many things are you keeping track of at one given moment and how many rules will we get wrong at our first play? How many decisions are favoured by remembering as much as you can about everything every player has in front of him?&lt;/i&gt;&lt;br&gt;&lt;br&gt;Keeping track of things is not very hard at all. The only thing that gets hard to remember are the Tech cards cause there is so many of them, but they are laid out in front of players so you can read them at any time. &lt;br&gt;&lt;br&gt;&lt;i&gt;c) While we're at intricated games...How hard is it for this game to be learned by something who doesn't really have patience for 1 h explanations and generally interrupt me every minute with the &quot;let's play already, I'll learn it as we go&quot; line?:P&lt;/i&gt;&lt;br&gt;&lt;br&gt;I find this game an utter pain in the ass to teach. It's just way too open to be able to explain it in a structured way. The rules are available online - get players to read it! &lt;br&gt;&lt;br&gt;&lt;i&gt;d) Usually I play boardgames with 2 other people and on occasions I can convince another 2 to join, so I'll be looking at either 3 or 5 players games. Is there a significant difference between those two groups and if there is, which one is better?&lt;/i&gt;&lt;br&gt;&lt;br&gt;Not sure, but I hear the best number is 6. 4 is different 'cause all roles will get selected. 3 might not be as good because there are not enough players to negaotiate and hold votes, since 2 will end up teaming up. Then again it will probably make for a quicker game. &lt;br&gt;&lt;br&gt;&lt;i&gt;e) Many people have expressed their concern with some &quot;broken&quot; aspects of the game, mainly the ISC and the turtle strategy. The ISC can be easily tweaked but with the conflict aspect of the game I have some doubts. While I do respect the fact that war should not always be the best path  and it's nice to have other ways of winning the game, making sure it's not the luckiest player but also the most skillful one who wins the game, we like to get rough every once in a while &lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;. And if the rules prevent that by making defensive tactics more viable, I have the feeling we'll get bored soon. Now I never played the game so that's why I'm asking...but if with sizable fleets all you gain are phyrric victories then that's also a big minus.&lt;/i&gt;&lt;br&gt;&lt;br&gt;What you have to realise is that different races have different ways of winning the game. The war races must threaten and attack and approch the game like an evil empire to win. The weaker combat races must use negotiation, politics and subtlety to win. Basically you need to play up to your races strength. If you want a more combat heavy game, just pull out the combat monster races and play with them. </description>
	<link>http://www.boardgamegeek.com/article/867371#867371</link>
	<pubDate>2006-04-02T22:58:25+00:00</pubDate>
	<dc:creator>MrSkeletor</dc:creator>
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	<title>Thread: Re: TI3- decisions, decisions...</title>
	<description>&lt;b&gt;fixpix wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;a) One of the most comon observation about the game was it's lenght. Everybody says playing TI3 is like preparing for a crusade. My group is used to playing longer games (A&amp;A, Shogun, Descent). We usually play in the weekend and have about 6 h Friday night and maybe 8 h Saturday so we could split the game in two sessions.  What we don't like about longer games are downtime and lack of player interaction. We could live with a solitaire type of game, but 30-45 minutes downtime per player as it happens when we play Shogun...that is a big minus.&lt;/i&gt;&lt;br&gt;&lt;br&gt;The game runs about 1 to 1.5 hours per player.  You shouldn't expect it to take longer than that.  Downtime is fairly low due to the &quot;threaded turns&quot; mechanism, where each player's turn is split into many small pieces instead of one longer turn.&lt;br&gt;&lt;br&gt;&lt;i&gt;b) Another thing that struck me was the plethora of markers, symbols, charts and other info spread before the players. While we're not dumb-1-page-manual-or-else-I-get-headache players we don't like needlessly intricated mechanics also. My question is how many things are you keeping track of at one given moment and how many rules will we get wrong at our first play? How many decisions are favoured by remembering as much as you can about everything every player has in front of him?&lt;/i&gt;&lt;br&gt;&lt;br&gt;The markers largely exist in support of threaded turns.  This can be a bit difficult to get used to at first, but once you get the hang of it it's not bad at all.  There are actually only about 6 kinds of markers (command counters, trade goods, fighters, ground forces, bonus counters, influence markers).  There appear to be a lot because each player has his own color coded set.&lt;br&gt;&lt;br&gt;&lt;i&gt;c) While we're at intricated games...How hard is it for this game to be learned by something who doesn't really have patience for 1 h explanations and generally interrupt me every minute with the &quot;let's play already, I'll learn it as we go&quot; line?:P&lt;/i&gt;&lt;br&gt;&lt;br&gt;Once you get used to the threaded turns, the way that turn order works, and the way that ship movement works, the rest of the game is pretty easy.  Your first game will definitely be a learning game.  The first several rounds may be a bit painful.&lt;br&gt;&lt;br&gt;&lt;i&gt;d) Usually I play boardgames with 2 other people and on occasions I can convince another 2 to join, so I'll be looking at either 3 or 5 players games. Is there a significant difference between those two groups and if there is, which one is better?&lt;/i&gt;&lt;br&gt;&lt;br&gt;They should both be fine.  5 players is the least balanced board setup, but probably not enough to throw the game out.  There is an alternate board setup which purports to be more balanced, but TI3 is one of those &quot;self balancing&quot; games.  Players need to always be looking for who is holding the advantage and apply appropriate pressure to that player.&lt;br&gt;&lt;br&gt;&lt;i&gt;e) Many people have expressed their concern with some &quot;broken&quot; aspects of the game, mainly the ISC and the turtle strategy. The ISC can be easily tweaked but with the conflict aspect of the game I have some doubts. While I do respect the fact that war should not always be the best path  and it's nice to have other ways of winning the game, making sure it's not the luckiest player but also the most skillful one who wins the game, we like to get rough every once in a while &lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;. And if the rules prevent that by making defensive tactics more viable, I have the feeling we'll get bored soon. Now I never played the game so that's why I'm asking...but if with sizable fleets all you gain are phyrric victories then that's also a big minus.&lt;/i&gt;&lt;br&gt;&lt;br&gt;I'm still playing with the original ISC and it seems OK overall.  It probably could be better.  Turtling has not been a problem in our games.  There are numerous suggested ways to tune this if your group finds it to be a problem.&lt;br&gt;&lt;br&gt;&lt;i&gt;Ok, that's about all I can think of, sorry for the long post and hope to hear as many oppinions as possible. Thanks for helping me out. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;I've only played the game a few times, but it's surprisingly enjoyable.  I recommend picking it up and giving it a try.  If you don't like it, I doubt you'd have problems finding someone to buy it used.</description>
	<link>http://www.boardgamegeek.com/article/867289#867289</link>
	<pubDate>2006-04-02T21:08:23+00:00</pubDate>
	<dc:creator>robartin</dc:creator>
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	<title>Thread: TI3- decisions, decisions...</title>
	<description>Hi&lt;br&gt;&lt;br&gt;I read many things about this game, saw a lot of pictures, weigh arguments back and forth to the result of....&lt;img src=&quot;http://files.boardgamegeek.com/images/cry.gif&quot; alt=&quot;:cry:&quot; border=&quot;0&quot;&gt; If it weren't for the price tag and the probability that nobody would want to play it with me I would have bought this game long ago...&lt;br&gt;&lt;br&gt;I love the theme...a space exploration/negociation/conquest game with beautiful componets is something I always dreamed of owning/playing. Unfortunately I'm not sure the others will be just as enthusiastic about it as I would. But owning 20 games and explaining those 20 games to my group, studying their non-gamer reactions to various game types gave me a bit of understanding about what they would like/dislike in a game so I'd like to ask your help into clearing some questions for me and help me decide whether I should purchase this game or not.&lt;br&gt;&lt;br&gt;a) One of the most comon observation about the game was it's lenght. Everybody says playing TI3 is like preparing for a crusade. My group is used to playing longer games (A&amp;A, Shogun, Descent). We usually play in the weekend and have about 6 h Friday night and maybe 8 h Saturday so we could split the game in two sessions.  What we don't like about longer games are downtime and lack of player interaction. We could live with a solitaire type of game, but 30-45 minutes downtime per player as it happens when we play Shogun...that is a big minus.&lt;br&gt;&lt;br&gt;b) Another thing that struck me was the plethora of markers, symbols, charts and other info spread before the players. While we're not dumb-1-page-manual-or-else-I-get-headache players we don't like needlessly intricated mechanics also. My question is how many things are you keeping track of at one given moment and how many rules will we get wrong at our first play? How many decisions are favoured by remembering as much as you can about everything every player has in front of him?&lt;br&gt;&lt;br&gt;c) While we're at intricated games...How hard is it for this game to be learned by something who doesn't really have patience for 1 h explanations and generally interrupt me every minute with the &quot;let's play already, I'll learn it as we go&quot; line?:P&lt;br&gt;&lt;br&gt;d) Usually I play boardgames with 2 other people and on occasions I can convince another 2 to join, so I'll be looking at either 3 or 5 players games. Is there a significant difference between those two groups and if there is, which one is better?&lt;br&gt;&lt;br&gt;e) Many people have expressed their concern with some &quot;broken&quot; aspects of the game, mainly the ISC and the turtle strategy. The ISC can be easily tweaked but with the conflict aspect of the game I have some doubts. While I do respect the fact that war should not always be the best path  and it's nice to have other ways of winning the game, making sure it's not the luckiest player but also the most skillful one who wins the game, we like to get rough every once in a while &lt;img src=&quot;http://files.boardgamegeek.com/images/devil.gif&quot; alt=&quot;:devil:&quot; border=&quot;0&quot;&gt;. And if the rules prevent that by making defensive tactics more viable, I have the feeling we'll get bored soon. Now I never played the game so that's why I'm asking...but if with sizable fleets all you gain are phyrric victories then that's also a big minus.&lt;br&gt;&lt;br&gt;Ok, that's about all I can think of, sorry for the long post and hope to hear as many oppinions as possible. Thanks for helping me out. &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/867110#867110</link>
	<pubDate>2006-04-02T14:20:07+00:00</pubDate>
	<dc:creator>fixpix</dc:creator>
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	<title>Thread: Re: Rules pdf: ti2rules.pdf</title>
	<description>Excellent&lt;br&gt;&lt;br&gt;Jim was also very quick to reply to my initial enquiry. Sound like a great bunch of people.&lt;br&gt;&lt;br&gt;Chris</description>
	<link>http://www.boardgamegeek.com/article/813820#813820</link>
	<pubDate>2006-02-21T20:01:05+00:00</pubDate>
	<dc:creator>Chris__M</dc:creator>
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	<title>Thread: Re: Rules pdf: ti2rules.pdf</title>
	<description>That was a quick response!  Jim Ripka from Fantasy Flight responded, and said that they’re fine with having the rules posted, here.  So I’ve uploaded the rules, and they should show up here reasonably soon.</description>
	<link>http://www.boardgamegeek.com/article/812103#812103</link>
	<pubDate>2006-02-20T20:22:55+00:00</pubDate>
	<dc:creator>Lindsey</dc:creator>
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	<title>Thread: Re: Rules pdf: ti2rules.pdf</title>
	<description>I’ve sent a note to Fantasy Flight — I’d feel a bit weird submitting someone else’s file to the site without their permission.</description>
	<link>http://www.boardgamegeek.com/article/811149#811149</link>
	<pubDate>2006-02-19T21:56:28+00:00</pubDate>
	<dc:creator>Lindsey</dc:creator>
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	<title>Thread: Re: Rules pdf: ti2rules.pdf</title>
	<description>BTW, have now had a couple of responses by mail, so thanks to those people for offering to send me the file.&lt;br&gt;&lt;br&gt;Chris</description>
	<link>http://www.boardgamegeek.com/article/811119#811119</link>
	<pubDate>2006-02-19T20:49:43+00:00</pubDate>
	<dc:creator>Chris__M</dc:creator>
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	<title>Thread: Re: Rules pdf: ti2rules.pdf</title>
	<description>&lt;b&gt;Lindsey wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Did they say whether they were okay with the file being posted here on BoardGameGeek?  I could submit it to the site.&lt;/i&gt;&lt;br&gt;&lt;br&gt;They didn't specifically say that they were ok about it. However, it was their suggestion that I look here for it, which suggests they assumed it would be already here, and that they aren't too worried about that.&lt;br&gt;&lt;br&gt;Chris</description>
	<link>http://www.boardgamegeek.com/article/811115#811115</link>
	<pubDate>2006-02-19T20:46:42+00:00</pubDate>
	<dc:creator>Chris__M</dc:creator>
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	<title>Thread: Re: Rules pdf: ti2rules.pdf</title>
	<description>It was on public domain for a long time available on their website. So i see no technical reason for why it would be wrong for it to be posted online</description>
	<link>http://www.boardgamegeek.com/article/811063#811063</link>
	<pubDate>2006-02-19T19:45:03+00:00</pubDate>
	<dc:creator>cloudstalkerian</dc:creator>
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	<title>Thread: Re: Rules pdf: ti2rules.pdf</title>
	<description>Did they say whether they were okay with the file being posted here on BoardGameGeek?  I could submit it to the site.</description>
	<link>http://www.boardgamegeek.com/article/811018#811018</link>
	<pubDate>2006-02-19T18:52:10+00:00</pubDate>
	<dc:creator>Lindsey</dc:creator>
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	<title>Thread: Rules pdf: ti2rules.pdf</title>
	<description>There was, at one point, a link to the ti2rules.pdf  - the rules to Twilight Imperium 2 - at &lt;A target='_blank' href=&quot;http://www.fantasyflightgames.com/&quot; rel=&quot;nofollow&quot;&gt;http://www.fantasyflightgames.com/&lt;/A&gt;, but both the link and (more importantly) the file have now gone.&lt;br&gt;&lt;br&gt;I wrote to Fantasy Flight, asking if they could send me the file, and got a pleasant reply saying they no longer had it, but suggesting I ask here - &quot;They have many pdfs that we do not have.&quot;.&lt;br&gt;&lt;br&gt;I realise that it is not normal practice to share copyright information on the geek (hence the use of links), but given that Fantasy Flight themselves have pointed me back here, it would appear that they wouldn't mind too much.&lt;br&gt;&lt;br&gt;Can anyone who has this file and is willing to email them to me, please get in touch.&lt;br&gt;&lt;br&gt;Many thanks&lt;br&gt;&lt;br&gt;Chris</description>
	<link>http://www.boardgamegeek.com/article/810806#810806</link>
	<pubDate>2006-02-19T11:33:07+00:00</pubDate>
	<dc:creator>Chris__M</dc:creator>
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	<title>Thread: Re: First game played: Old School empire builder!</title>
	<description>I've never played the first edition, but I like 3th edition very much. The roles actually make the game very doable, they function as a kind of player aid sheets. One role is the imperial role, that functions as a clock since the owner gets 2 VP's that turn. Some people don't like this mechanism, but I think it's fine, since the secondary action with that role is a free building phase for the other players. So you can get two VP's, at the cost of everyone else building and most likely targeting you.&lt;br&gt;&lt;br&gt;But if you own the first edition and you like it as it is, why buy the third?</description>
	<link>http://www.boardgamegeek.com/article/776701#776701</link>
	<pubDate>2006-01-23T08:11:02+00:00</pubDate>
	<dc:creator>oetan</dc:creator>
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	<title>Thread: TI second edition influence/income tracker program</title>
	<description>For anyone still playing second edition, you might be interested in my calcutor program.  It tracks planet ownership and the state of several important laws (given that you have to tell it when one of those laws passes or fails or when a planet changes ownership).  From that it tells you how much income and how many votes you get.  it also tells you how much technologies cost (give discounts for planet ownership) and the turn order based on influence.&lt;br&gt;&lt;br&gt;It's free and should work in any modern browser.  You can save a copy to your local computer to use it offline.&lt;br&gt;&lt;br&gt;Get it here: &lt;A target='_blank' href=&quot;http://www.highprogrammer.com/alan/games/ti2/t/&quot; rel=&quot;nofollow&quot;&gt;http://www.highprogrammer.com/alan/games/ti2/t/&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/739005#739005</link>
	<pubDate>2005-12-21T22:00:26+00:00</pubDate>
	<dc:creator>Alan_De_Smet</dc:creator>
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	<title>Thread: First game played: Old School empire builder!</title>
	<description>Gaming was canceled tonight. So instead of fighting a flying eyeball in a gully while trying to claim the old captains gold, the remenants of our rpg  group decided to play some Pax Imperium.&lt;br&gt;&lt;br&gt;Scott had played a long time ago with three, and remembered being iffy about it.&lt;br&gt;&lt;br&gt;Tonight we had&lt;br&gt;&lt;br&gt;Scott: Playing the cave dwelling mammals&lt;br&gt;April: Playing the Trader kitties&lt;br&gt;Jeff1 (me): Playing the Influence lizards&lt;br&gt;Jeff2: Playing the hate bugs&lt;br&gt;&lt;br&gt;The first couple of turns took us a while to get going. Jeff2 and I had played a test game of 2 on 2 a couple of months back. We spent some time reading through the rules. Then we built the board slighlty wrong, and went back and redid the outer rim. The result was lots of planets on the outer ring, Lots of empty space in the middle, and then REX all alone.&lt;br&gt;&lt;br&gt;Play order went as above. Scott had access to good planets but he shared access with April. There was also a single planet that Jeff2 could strike at as well. April shared with Scott but had a nice supernova/asteroid belt sheild between me and she. I was pretty well isolated with a good selection of planets to grab. Though mostly influence planets. Jeff2 was kind of penned in, with only a couple of low hanging fruit systems, then he would bump into me or Scott.&lt;br&gt;&lt;br&gt;The game started up, and I remembered our little test game rushing REX seemed to work out. So I made sure I did that. April consolidated and kept to herself, though she did land a planet right beside Scotts homeworld! Scott and Jeff2 started out with a nice little turfwar in the  begining.&lt;br&gt;&lt;br&gt;One amusing moment came when the holy planet edict came up. This law turns a planets production to 0. Basically I carried enough votes to pick the planet, so Scott and Jeff got into a bidding war. I ended up making 11 bucks worth of bribe to make a nearly useless planet completely useless, so that Scott didn't loose production. The 11 bucks certainly paid off. (side note, poker chips worked very well for money rather than the cardboard chits.)&lt;br&gt;&lt;br&gt;The middle of the game the wars settled down and everyone looked to establish themselves. Soon Everyone had a trade agreement with everyone else. I was making like 45 a turn just on trade, and I think everyone else was too. So peace reigned for a long time while armies grew and April and I bought techs. We passed the law that makes all units cost +2 bucks, further making the tech advance seem like a good idea. When April noticed that I was close to winning, she called me out and we moved into the more chaotic end game.&lt;br&gt;&lt;br&gt;April sent a strike force to wrest the mighty REX from my grip. She blew up my navy, but I anilhilated hers. Leaving me with only a couple of ships, a dread and a crusier I think. While both Jeff and Scott lurked like vultures. Jeff came in and took REX from me. Thus starting my downfall. I should have bought a factory for REX early when I had it. So I could constantly be building a force there. Holding the seat of government is nice, but at the same time it makes you a big target.&lt;br&gt;&lt;br&gt;With the raving insects in control of the capitol, Jeff turned his huge armada against what was left of my big stack. It was getting late, so I duked it out with him when I should have used my tactical retreat card. His superior quality and quantity blew me away and I was lucky to escape  with  two dreds. Scott being hemmed in between Jeff and April had built up a fighterheavy defensive force, and wasn't suited to planet busting.&lt;br&gt;&lt;br&gt;While the first half of the game had big money from lots of trading, in the second half Scott played the card that eliminated all trade pacts. (We later figured out about skills and the fact that he couldn't do this with his race, but we didn't want to Retconn an hour) This started the more sparse trading. Mostly between Jeff2 and April, the games leaders.&lt;br&gt;&lt;br&gt;So I had two stacks, one on my home planet and a big stack of cruisers on my base by the asteroid feild to protect myself from april's scary assault force. She Curiously enough, blew up all my crusiers with the alien artifact, and then slammed hard into REX taking it in force from Jeff's bug hoard. Jeff had taken another of my systems by then, and he picked off a third. So the once almost winning empire of lizards was now a tiny couple of systems. Struggling to repell anyone.&lt;br&gt;&lt;br&gt;We pretty much called it a game at 3AM, but Scott launched an attack at Jeff's flank, anyway since he had never really gotten into the thick of the fight. He needed trade agreements to get his special powers, and by the end of the game there was little to no trade goign on.&lt;br&gt;&lt;br&gt;So we ended the game there, I think April had 28 influence and the 11 techs she needed. So she was only 2 influence short of winning. Jeff2 was incredibly close just a turn before that with like 27 inflence and enough techs. Scott somehow never really got rolling i don't know what his best position was. I had 30 influence once but only 9 techs.... So no king for me, before I got anihilated. It was a good close game. Even when we called the game there was no clear person who was going to win it. April was exposed enough that she probably wouldn't be able to take enough to win the next turn. Jeff2's navies were scattered, and while still formidable he wasn't prepped for world crashing anymore. Scott had a huge navy, and likely was in a good place to make headway, as his fleet was the only one not crippled by heavy losses. All I could do at that point was spit out fighters and turtle until the tides turned again. I think we could have played another hour at least, unless something clever happened.&lt;br&gt;&lt;br&gt;I really liked this game. It has all the flaws of games of its ilk, king    making, and some clunky accounting, but it was still a lot of fun. I am glad I played the old edition before I have played the 3rd edition. I am not sure how I feel about them eurogaming it up. the big hexes and plastic bits are awesome, but there is a special feeling playing a game without the cute mechanics of a euro. It feels more like a simulation than a game. The role selecting  mechanism from Peurto Rico that they ported in might make it feel more like a game and less like trying to weild the might of a nation. Haveing not played both I can't say. Can anyone out there comment?&lt;br&gt;&lt;br&gt;I would never play with 3, but I would love to play it with 5 or 6. April liked the game a good deal, and not just cause she won. She had a good time, she is a more hardcore gamer than she thought! There was a lot of post mortum discussion in the car on the way home too. That is a good sign. I wouldn't want to make this my bread an butter, but that 5 hours really flew by, I could do this once or twice a year.&lt;br&gt;&lt;br&gt;Thanks for reading my sleep deprived rambling.</description>
	<link>http://www.boardgamegeek.com/article/725173#725173</link>
	<pubDate>2005-12-10T09:30:44+00:00</pubDate>
	<dc:creator>Jpwoo</dc:creator>
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	<title>Image</title>
	<description>
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		&lt;img src="http://images.boardgamegeek.com/images/pic88016_mt.jpg"&gt;
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	<link>http://www.boardgamegeek.com/image/88016</link>
	<pubDate>2005-07-28T20:41:38+00:00</pubDate>
	<dc:creator>ecasco_online</dc:creator>
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	<title>Thread: Re:Session Report</title>
	<description>manowarplayer (#60821),&lt;br&gt;&lt;br&gt;Hey there Scott... my name is Dan Sprague and I just found your group posting in the BGG Website.  Im thrilled to hear that you guys got your arms around a copy of &lt;br&gt;Twilight Imperium although I have never before played the first addition.  Our gaming group is in Modesto as well... i believe that Chuck and I also used to play warhammer 40k together.  &lt;br&gt;&lt;br&gt;Well the Hi and Low of this message is that my friend and I have recently purchased the latest version of Twilight Imperium ( 3rd ed ) and love it... but given the nature of many of our groups hours of availability getting the possee together proper for that amount of time has been out of the question.  I'm curious to know if you would be interested in gettin together for a game in the near future as we have come very short of getting our fill of this great title.  If your interested please E-mail me at kdsprague@sbcglobal.net and we can set something up!   I plan on getting ahold of Chuck today to see if he would be up to it as well.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/84412#84412</link>
	<pubDate>2005-02-09T21:58:21+00:00</pubDate>
	<dc:creator>Kirrine</dc:creator>
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	<title>Thread: Session Report</title>
	<description>Sunday night we decided to play one last game of TI2 before the ole girl gets retired and replaced by her new baby brother TI3. (Hopefully on Wednsday!) &lt;br&gt;The Players were: &lt;br&gt;Me: Letnev &lt;br&gt;Tim: Sol &lt;br&gt;Barry: Jol-Nar &lt;br&gt;I had a lot of empty space in front of my HS thanks to Tim being a jerk, but I was able to bluff him into putting Hope's End by my HS forcing me to put a pair of low resource/high influence planets by him. All the planets within my reach were high resource/low influence, even taking Mecatol early left me behind everyone in influence. Tim had all low resource/high influence in his sector and Barry had the most even value planets. &lt;br&gt;Being Letnev in a 3 player game meant I had no vote, and Tim had the most influence by far. This lead to Tim basically dictating to us how the Political Phase would go. Not fun, especially since the first law blocked me and Barry from trading. Luckily this was repealed in a latter political phase, but it really held back my economy in the beginning. &lt;br&gt;Tim never really concentrated on tech, only having 4 by the end of the game, probably due to the dismal resources of his planets. Barry of course shot up through the tech tree as the fishes, and I went for Assault Cannon and then focused on Red to get to 9. &lt;br&gt;When we hit the saturation point where no one could expand without conflict, Barry needed 3 more planets, I needed 1 more influence (what a pain!) and Tim needed 5 more techs... going last due to low influence and having Light-Wave Deflectors and Assault Cannons along with 12 or so Dreads, easliy took another planet for the win! Barry was biter because he was the closest to winning the longest, but unfortunatley could not produce enough to keep up with either me or Tim, and as the Hylar you need an advantage in numbers or you'll be creamed. Tim could have been a kingmaker but decided to be &quot;fair&quot; and go all out against both of us in his last turn. I came out of that attack much better than Barry did. &lt;br&gt;All in all a fun game, lasted about 5 hours. I also started to explain to them the differences between TI2 and TI3 during the game, nd got a bunch of blank stares back. The hardest part for them will be getting used to all the differences! They totally did not get the concept of the strategy cards or command counters, but that's because there is nothing to compare those to in TI2... </description>
	<link>http://www.boardgamegeek.com/article/81818#81818</link>
	<pubDate>2005-02-01T19:02:12+00:00</pubDate>
	<dc:creator>Wyrenn</dc:creator>
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	<title>Thread: Session Report</title>
	<description>&lt;font color='#0000FF'&gt;Central Valley Wargamers (CVW)&lt;/font&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;Session Report 1-21-05&lt;/font&gt;&lt;br&gt;&lt;br&gt;The following occured one late Friday night into the wee hours of Saturday morning. &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Dramatis Personae:&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;MENTAK COALITION:&lt;/b&gt;  &lt;i&gt;Ervan’s Hand of Moll Primus – &lt;b&gt;John&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;b&gt;YSSARIL TRIBES:&lt;/b&gt;  &lt;i&gt;Cqaark Leader – &lt;b&gt;Bob&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;b&gt;BARONY OF LETNEV:&lt;/b&gt;  &lt;i&gt;Baron of Arc Prime – &lt;b&gt;Alex&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;b&gt;FEDERATION OF SOL:&lt;/b&gt;  &lt;i&gt;High Minister of New Moscow – &lt;b&gt;Dave&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;b&gt;NAALU COLLECTIVE:&lt;/b&gt;  &lt;i&gt;Druaa Overmind – &lt;b&gt;Chuck&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;b&gt;UNIVERSITIES OF JOL NAR:&lt;/b&gt;  &lt;i&gt;Head Master of the Circle of Regents – &lt;b&gt;Stuart&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;b&gt;EMIRATES OF HACAN:&lt;/b&gt;  &lt;i&gt;Quieron Leader – &lt;b&gt;Darryl&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;b&gt;SARDAKK N’ORR:&lt;/b&gt;  &lt;i&gt;Speaker of the Queen Mother – &lt;b&gt;Scott&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;TRANSLATOR'S NOTES: All attempts at accuracy have been made in this translation. Highlighted Blue text are notes from this office and were not part of the original transcipts. Please submit any questions or comments about this translation below and they will be answered as quickly as possible.&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;&lt;b&gt;PROLOGE&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;i&gt;It has been more than 20 Millennia since the ancient galactic empire crumbled and the great races retreated into remote and safe areas of space.  With the fall of the Lazax empire so long  ago during the Twilight Wars and the loss of all law and order, most other species in the galaxy have been struggling simply to survive much less dominate. Lazax rule had held the galaxy together for millennia, their stewards coordinating trade amongst the thousands of systems depending upon them for survival. Without their management, the galaxy spiraled into darkness and chaos. During that time, the strongest and most resourceful races rebuilt their empires, biding their time until the time was right to rise up and claim their spot as ruler of the galaxy. Now, as the great races once again delve into the center of the galaxy, the balance of power has become increasingly fragile.&lt;br&gt;&lt;br&gt;The galactic council on Mecatol Rex has turned in to a hotbed of deceit and political turmoil, with political power plays occurring more and more frequently. Mighty fleets are massing around the galaxy while trade wars wage across the countless systems in efforts to get the upper hand in inter-species dealings.&lt;br&gt;&lt;br&gt;As the galaxy stands on the brink of a new age, the great races prepare themselves for the struggle to become the new overlords of the known worlds and claim for themselves, the title of Imperious Rex!&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;&lt;b&gt;REV ONE:&lt;/b&gt;&lt;/font&gt;  (&lt;i&gt;Translated from the original historical documents of the N’Orr hive to the office of the Yssaril High Historical Council)&lt;/i&gt;&lt;br&gt;&lt;br&gt;Another useless meeting of the galactic council as we listen endlessly to the squabbles of these inferior beings… Up for debate now is the “Parker Convention” as according to Senator Parker, “Orbital bombardment kills innocents. End of Discussion!” &lt;br&gt; &lt;br&gt;&lt;font color='#0000FF'&gt;DRAK DRAK DRAK! &lt;i&gt;(**there is no actual translation for this expression as the Sardakk N’Orr do not laugh as most other species do, although that is the best guess of Galactic translators&lt;/i&gt;).&lt;/font&gt; &lt;br&gt;&lt;br&gt;There are no innocents amongst these fragile creatures! They deserve to be obliterated so we can lay our eggs into their warm corpses for our children to feed upon. No. I must restrain myself, all in due time. Apparently others feel the same as this law seems doomed to fail. For now I shall abide by the council’s wishes and vote along with the rest. Planetary Defense Systems (PDS) production is to be increased 40%, effectively lowering the cost to all. Good. Let them ‘protect’ their planets. It will not matter when the Queen Mother commands us to invade.&lt;br&gt;&lt;br&gt;Already, I see it beginning. Those cave dwelling trolls of Letnev offering to trade with those vile and impure humans. What is this? The Humans have also set up trade with the Jol Nar? Do they not know of their treachery and underhanded back stabbings? If we were closer I’d implore the Queen Mother to let me send a fleet to Jol and fillet those water breathing traitors for her amusement. I must watch all of them. They are all expanding quickly throughout their nearby systems. We must match their expansion or fall behind in production. We must also protect ourselves from our neighbors however. On one side we have that race of criminals, the Mentat Coalition and on the other, the devious Hacan traders. Both need to be carefully watched as either will pounce on any perceived weakness they detect. Perhaps the failure of the Parker Convention will turn out to benefit the Queen Mother after all… we must protect our outlying systems with PDS units as soon as economically feasible from the growing threats. &lt;br&gt;&lt;br&gt;I see that nearly the tech race has begun as well. All but the Yssaril, Letnev and Sol empires have announced new technologies. No matter, our new XRD Star Class drives will allow our carriers to colonize the remaining nearby systems quickly before either the Mentat or Hacan disease can spread further. We must be cautious.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;&lt;b&gt;REV TWO: &lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;First it was ‘planetary bombardment or cheap PDS’s’ and now they argue over galactic loans! It is painful to be a part of this! Once the Queen Mother has taken her rightful place as ruler of all known space, these pitiful species will serve as useful egg sacs for our billions of children to feed upon at birth. Let them borrow galactic credits if need be! At least, they won’t be recognized for further advancement by the galactic senate until the loans are repaid. Our colonization efforts are proceeding as planned. The Mentat and Hacan leaders are wary of us – which is as it should be. Our reputation for aggression serves us well. They are wise to fear us and in time we will give them reason. The others are already squabbling as the availability of neutral systems dwindles. We must encourage discontent and harbor distrust amongst them.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;&lt;b&gt;REV THREE:&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;font color='#0000FF'&gt;“DNAB CWICK GROK N’ORR!” &lt;i&gt;(**There is no known translation for this N’Orr phase but theory suggests that it is a sound of displeasure.) &lt;/i&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;The Queen Mother must be told of this! Already the Mentat grow stronger! By what right does the council award them the status of ‘Foundation”?  How did they get Wexcon Invasion Barges so rapidly? Their colonization efforts have overtaken all others! The other 6 Warlords and I must not let them enjoy such status alone for long!  Even now, they may be looking towards their Sardakk neighbors - who have yet to subjugate all their nearby systems and desire them for their own. We must place the fear of the Queen Mother in them.&lt;br&gt;&lt;br&gt;The traitorous Jol Nar Head Master has wormed his way into acquiring the prestigious “Crown of Thalnos” from his scaly dealings in the political arena of the Galactic Council! Surely, the wisdom of making the Sardakk N’Orr troops the beneficiaries of this honor is not lost on the rest of the council! Why allow the weakest to gain military strength and not make the already strong superior? Where is the logic in that? We would be fair and compassiona… &lt;br&gt;&lt;br&gt;&lt;font color='#0000FF'&gt;DRAK DRAK DRAK!! (**&lt;i&gt;again, we believe this to be laughter)&lt;/i&gt; &lt;/font&gt; &lt;br&gt;&lt;br&gt;Who are we kidding? We would devour their innards and use there carcasses to host our young! The Council must fear the Sardakk greatly to vote as they did.&lt;br&gt;&lt;br&gt; In other matters, it greatly amused us to hear of the Yssaril “acquiring” Sol’s Micro Technology shortly after it was put into operation by those sniveling bipeds on Jord &lt;font color='#0000FF'&gt;&lt;i&gt;(** This planet was formerly known as Earth prior to the Twilight Wars millennia ago).&lt;/font&gt; &lt;/i&gt;Our purchase of many cruisers and PDS units seems to have had the desired effect on our Mentat and Hacan enem…ummm…aahhhh…neighbors. Both have agreed to let Sardakk N’Orr enslavem…ummm… aahhhh…colonization proceed as planned. &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;&lt;b&gt;REV FOUR:&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;We must NOT let these inferior species gain status in the Council above us! First the Mentak are granted “Foundation” status and now the Yssaril, Naalu, Letnev, Jol Nar and untrustworthy Hacan have all advanced as well! Only the despicable humans and ourselves have been denied this honor! The Queen Mother is not pleased and I fear for the retribution she may take against my chitinous outer shell with her many jagged mandibles for displeasing her so. We MUST invade the remaining neutral systems in the next planetary rotation or all is lost!&lt;br&gt;&lt;br&gt;The Galactic Council once again brought up the dreary subject of POW’s in battle. Let the troops surrender for all we care. We will still have the option of feasting on their flesh for only 2 credits instead of sending them home. Whether they die in battle or feed our newborn makes little difference to us. We shall vote FOR this law in an attempt to placate the pacifists and show the Council of our ‘peaceful’ nature. I was somewhat surprised that the vote was so close as well. Had it not been for those weak Humans, the law would have been defeated. Now the others look like warmongers while the deadly N’Orr walk away looking like compassionate peacekeepers, I congratulate the Queen Mother on her wisdom in suggesting this deceptive course of action for us.&lt;br&gt;&lt;br&gt;That Human irritates my antennae to no end! He lies to all and still they want to trade with him! Do they not see their error? He is bringing in 3 to 10 times the trade income as all the rest! Does not his Letnev and Naalu neighbor realize that the huge Sol income can only mean more credits to expand his military? I DRAK at their folly! The deceitful humans will get theirs soon enough. For now, we can only be thankful that their military is so far from us.&lt;br&gt;&lt;br&gt;We also have implemented Micro Technology to our production methods. The Sardakk N’Orr will not be taken advantage of. Once again, Mentat, Yssaril Letnev and Jol Nar technology advancements concern us. Are they trying to again win favor in the Council through advancement? Our network of spies suggests this may be a viable theory as both the Yssaril and Mentak governments are close to achieving ‘Republic’ status! We must goad some conflict amongst them!&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;&lt;b&gt;REV FIVE&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;Praise the Hive of the Queen Mother! It has been a glorious rev for the Sardakk N’Orr! Starting things off was the bestowment of the benefits of ‘Foundation’ to the N’Orr. Although we had to share the ceremony with the vile humans, nonetheless it was most satisfying to see the looks on the rest of the council as we joined their little inner circle of politics. Now we shall begin to implement our plans for galactic domination right under their soft and unarmored olfactory appendages!&lt;br&gt;&lt;br&gt;Our day only got better as the first item on the Council’s agenda was the motion for a Trade Embargo! Our Mentak neighbors may still be disgusting descendants from an abandoned Lazax penal colony, but they were the first to nominate the malignant Sol government for their obvious display of greed amonst the Council! Luckily, the support from the Jol Nar, Naalu and Letnev governments were not enough to sway the opinions of those with the most Influence in the senate, the Yssaril, Mentak, N’Orr and Hacan. The final vote was sealed after a glorious speech by that pompous, windbag, chameleon leader from Yssaril. We may not like that lizard breathed shape shifter, but we do have to give him his dues. The look of the human’s face will be etched into my dual brains forever! He lost all four of his trade agreements and the Council declared no new agreements could be made with him for 3 more revs! Joy to the Queen Mother!&lt;br&gt;&lt;br&gt;With all the nearby neutral systems now under each races control, there is little room to expand without… ummm…aaahhh… acquiring a planet from someone else. We must…ummm…. aaahhh…encourage this course of action amonst the squabbling beings across the galaxy.&lt;br&gt;&lt;br&gt;Our massive buildup of PDS and Cruisers continues to instill fear in our neighbors. I have been taken into confidence by the Queen Mother about our long term opportunities for expansion. She has informed me that we are not to start hostilities towards either neighbor until they have committed to attacking their neighbor opposite from us. It is a brilliant plan and will allow us to sweep in and take over several planets at a time, crippling them beyond hope. We will continue to build and develop new technologies until the opportunity arises. My 3 stomachs quiver at the thought of that wonderful day!&lt;br&gt;&lt;br&gt;Our scientists have done well as we have added Sarween Tools to our empire to milk out every possible resource from all of our planetary systems. I shall investigate our security systems however as both the Yssaril and Jol Nar also installed the Sarween system of Production this rev as well. Mentak and Hacan scientists also added unknown technologies to their empires…we must be on the alert. We do not see anyone gaining status with the council for at least one more rev, but it is inevitable I fear. The Queen Mother will not be in a harmonious mood upon hearing this news!&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;&lt;b&gt;REV SIX&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;Will there be no end to this lunacy? In a widely varied vote, the cowardly Hacan have been chosen as the host of the next Stellar Olympics. This blatant favoritism makes me want to regurgitate more than usual. Maybe we should have send in our warrior bugs as athletes and laugh when they dismember the other participants! Like any other being could surpass the lowest of all N’Orr in any competition! It is simply too DRAKABLE to contemplate! &lt;br&gt;&lt;br&gt;In a surprising move, a large Letnev fleet advanced through the dark reaches of space to launch a surprise invasion of the home of this Council, Mecatol Rex! The outrage amongst the members was palpable yet I really think it was more jealousy than anything else. Luckily the Winnaran Custodians in charge of defending this planet did their jobs and the attack was repelled. The retreating fleet claimed that navigation problems had inadvertently led them to think they were in a different system altogether and that the whole thing was a huge mistake. I must admit I am warming up to the Letnev commander, yet I would still pinch his neck off with my mandibles if the mood struck me.&lt;br&gt;&lt;br&gt;The technology race ran full force this rev as all but the Mentak and Hacan races made important advances. Several races would be gaining favor in the Council next rev for sure!&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;&lt;b&gt;REV SEVEN&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;The convening of the Council began with the awarding of the status for many of the races. The N’Orr, Jol Nar, and Naalu were awarded ‘Republic’ status while the Yssaril surprised everyone with an advancement to Empire. Their bid for Imperium Rex was no longer a dream but was rapidly becoming a reality. Maybe the time for a surprise attack had come. I would need to let the Queen Mother know of these changes before it was too late. If any cold-blooded species was going to rule the galaxy, then it HAD to be the N’Orr!  The Yssaril would need at minimum two more revs to gain the needed tech advances to become Imperium Rex and they would also have to fight to gain the needed influence to impress the Council. It would be an interesting rev to be sure.&lt;br&gt;&lt;br&gt;In a bold move, the Yssaril Admiral used his influence to get the needed authorizations for fleet movement across the galaxy completed before the Letnev Admiral could do the same and then proceeded to cross the neutral zone into Letnev space.  Being that last rev, the Letnev fleet had moved away from its series of planetary systems surrounding its Homeworld, the Yssaril saw an opportunity to expand their territories as well and get closer to having the needed influential support in the Council for a bid to become Imperium Rex. Launching a full scale invasion, the normally chameleon like Yssaril didn’t attempt to conceal their movements and moved a large fleet into one of the Letnev systems, quickly invading the undefended system. Luckily, there were still several Letnev ships nearby including one of the massive Dreadnaughts and several cruisers from the failed attack on Mecatol Rex, and they were called back to retaliate against the Yssaril immediately. Once the attack began, things were looking better for the Letnev Admiral as one of his fighters had inside information on the Yssaril fleet and was hoping to get a “Lucky Shot” against the single invading Yssaril Dreadnaught. Unfortunately, it turned out the Letnev Admiral had been backstabbed by his Sol neighbor and the fighter had no effect on the Dreadnaught at all. The Letnev fleet was destroyed and the Yssaril successfully invaded the Letnev colonies. Letnev profanities against the humans (and surprisingly not the Yssaril) were loud and long. Blood was now spilled, a war started, a feud begun and all attention diverted from the N’Orr quadrant of the galaxy! This was a glorious day after all! &lt;br&gt;&lt;br&gt;The Mentak launched the second invasion against Mecatol Rex being that the Letnev forces were now occupied and unlikely to return soon. Again the Winnaran Custodians repelled the invaders and they are forced to retreat back! Again, another has diverted attention away from the N’Orr! Perhaps the Queen Mother’s plan was a good one after all! &lt;br&gt;&lt;br&gt;The Naalu also began a small offensive against Sol but was quickly stopped as Sol spies jammed the signals of the fleet trapping them around the Naalu Homeworld of Druaa. With the Jol Nar and Hacan in an uneasy alliance, things were looking good for the N’Orr this Rev and I am hardly able to control my many multi-jointed appendages as I try to contain my joy at this news!&lt;br&gt;&lt;br&gt;We used some of our funds to build up an invasion fleet and also poured what we could into more research. It paid off handsomely as we added the Hylar V assault lasers to all cruisers increasing their attack capability. Unfortunately nothing could be done to stop the Yssaril from gaining more tech as well and along with the influence gained in the Council, were very close to making their bid for the role of Imperium Rex.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;&lt;b&gt;REV EIGHT&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;font color='#0000FF'&gt;DRAK! DRAK! DRAK! &lt;/font&gt;&lt;br&gt;&lt;br&gt;Things only seem to get better as we have received news that The Sol government had a secret industrial saboteur aboard one of the Mentak space docks! In a surprise move, the Sol ambassador announced the destruction of the space dock as retaliation for the recent Trade Embargo instigated by the Mentak government. All around us grow the seeds of distrust and chaos yet no one suspects the N’Orr of any under-appendageness at all! Glory to the wise and all knowing Queen Mother! &lt;br&gt;&lt;br&gt;The treachery of the Sol government continues, as they break up the Mentak/Yssaril trade agreement right as the Council convenes to discuss the current agenda. In retaliation, Yssaril spies attempt to steal secrets from Sol but were sabotaged by Jol Nar security. The dung is hitting the turbines now! &lt;br&gt;&lt;br&gt;Finally the vote on the banning of Wormhole travel is recorded and as the Mentak and neighboring governments control all the Consular influence, the law is defeated and the Mentak rest easy as their dependence on that wormhole was important to their continuing expansion.&lt;br&gt;&lt;br&gt;In a poor display of discretion, the Naalu command let slip their intentions to “visit” the Sol Homeworld after jamming the signals of the main defense fleet outside of the Sol Homeworld. In a hurried strategic meeting of the Sol command, they sent their last two cruisers out alone to blockade the implied Naalu threat if it were to come to fruition. &lt;br&gt;&lt;br&gt;The Mentak fleet had regrouped and fortified and was assumed to be making another attack on Mecatol Rex, when in a surprise move, they didn’t stop and continued on through to attack the advancing Jol Nar fleet trying to annex some Hacan colonies on Quann for themselves. &lt;br&gt;&lt;br&gt;&lt;font color='#0000FF'&gt;DRAK DRAK DRAK! &lt;/font&gt;&lt;br&gt;&lt;br&gt;This would be our rev as surely the Hacan Admiral would not sit still for this! I informed the Queen Mother of the imminent plans to launch the invasion of the Hacan Homeworld once their fleet had left on its mission of retribution!&lt;br&gt;&lt;br&gt;&lt;font color='#0000FF'&gt;&lt;font color='#0000FF'&gt;“DNAB CWICK GROK N’ORR!” &lt;i&gt;(**Again, theory suggests that it is a sound of displeasure.) &lt;/i&gt;&lt;/font&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;The cowardly Hacan have LET the treacherous Jol Nar take away precious resources and influence! Do they not have any spinal support mechanism or hard chitinous shells? This type of alien thinking is completely confusing to our hive mind! I must confer with the Queen Mother, as all attack plans must be postponed as the Hacan Homeworld is too heavily defended. The Hacan have betrayed us through their cowardice! How dare they not let us attack with ease!&lt;br&gt;&lt;br&gt;The Yssaril gain their last needed tech advance needed to gain the final recognition of Imperium Rex in the Council during the next rev, but luckily they are still short 8 Influence votes to pull it off. All attention will be on them next rev.  We will need to gain enough resources this coming turn to advance during the next two revs after that or we are doomed! I will be able to take resources from both the Mentak and Hacan empires next rev, preventing either from advancing further with the council!&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;&lt;b&gt;REV NINE&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;With both the Yssaril and Mentak government making bids for Imperium Rex the council declares that time is running out and the hour is late for all at hand. We now see the folly of our delay as there will not be enough time to secure all that is needed to gain favor quickly enough. I silently curse the Queen Mother during her sleep period (as not to be heard) as we have now have no chance to complete our plans for Imperium Rex. &lt;br&gt;&lt;br&gt;There is news in the Council that the Book of Latvina has been found and an immediate vote must be made as to whether it should be opened (and all it’s technological secrets shared equally amongst the council) or if it should be destroyed. As expected, nearly every ambassador voted for this heretical book to be read except for those close to victory in the Council. The data was shared and all received enough technical information to advance to level 3 in all areas. Certainly not very helpful to the Yssaril, Mentak, and N’Orr races as now all were able to make bids for the Imperium Rex if all other qualifications had been met.&lt;br&gt;&lt;br&gt;Sol used its initiative to leap its attacking fleet into the Sol Homeworld and promptly eliminated all the resistance there. One less bipedal race to deal with! The Jol Nar and Mentak fleets squared off with the Jol Nar coming out on top and then invading the 2nd Hacan colony in the system. The Hacan fleet moved several units away to attack and defeat the invading Jol Nar forces but also consolidated its power back onto its Homeworld – obviously not wanting a surprise attack from its Sardakk N’Orr neighbor.&lt;br&gt;&lt;br&gt;The Yssaril fleets surprised all by retreating out of the Letnev system and consolidating its forces to protect its borders. With little left to do, the Letnev admiral retook the planets lost from several revs back leaving only the N’Orr to try and do as much damage as possible. We invaded two Mentak and one Hacan planet to allow us to get enough resources to advance in the council but since we could only advance one category at a time, it was not enough to steal a victory away from the vile Yssaril lizards. &lt;br&gt;&lt;br&gt;I am not looking forward to the Queen Mother’s ‘inquiry’ about the failure of our best laid plans.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;&lt;b&gt;AFTERMATH&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;br&gt;The Council convened one last time to see if there were any further progressions to acknowledge. The Sardakk N’Orr attained the status of Empire along with the Mentak and Yssaril races, yet once the final tally of total Influential votes and Resource production was computed, the Yssaril had managed a victory by one total point! We waited to long to make our move and have run out of time.  My only hope is that the Queen Mother is not in a foul mood upon my return as I do not enjoy being at the receiving end of her ‘discussions’!&lt;br&gt;&lt;br&gt;&lt;font color='#0000FF'&gt;“DNAB CWICK GROK N’ORR!” &lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/79459#79459</link>
	<pubDate>2005-01-24T14:10:58+00:00</pubDate>
	<dc:creator>manowarplayer</dc:creator>
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	<title>Thread: 2nd edition components list</title>
	<description>Hi to all! &lt;br&gt;I've just bought a new (unplayed, but open) copy of TI 2nd ed. + Hope's end. The game components are all mixed together. &lt;br&gt;I'd like to know if a detailed components list exists: for the first plays I'd like to separate the main game components from the expansion ones. &lt;br&gt;Is there anyone who can help me, please? &lt;br&gt;Thanks in advance! </description>
	<link>http://www.boardgamegeek.com/article/71507#71507</link>
	<pubDate>2004-12-17T10:07:28+00:00</pubDate>
	<dc:creator>Calabuig</dc:creator>
</item><item>
	<title>Thread: Session Report</title>
	<description>IN the long wait for TI3 and it being pushed back another month, my group just couldn't handle it and decided to break out good ole 2nd edition (including the Hope's End expansion).&lt;br&gt;It was supposed to be a 4 player outing, but 1 player didn't show.  3 player TI2 is less than an ideal experience, but we hadn't played in a long time and TI2 is everyone's favorite game, so we decided to bite the bullit and play anyways.  And boy am I glad we did!  It was definately the most enjoyable 3 player game of TI I have ever played!&lt;br&gt;&lt;br&gt;The breakdown was thus:&lt;br&gt;Me- Xxcha&lt;br&gt;Jeremy- Letnev, located to my right&lt;br&gt;Tim- N'orr, located to my left&lt;br&gt;&lt;br&gt;Tim had the poorest tile hand during map setup, but we're all TI oldgaurd who know how to deal with that, but he still ended up with 2 empty spaces next to his Homesystem.  I ended up with a Supernova to the left of my Homesystem, but the majority of the 2 planet tiles were in my immediate area. Jeremy had an Asteroid field to his left and a spatering of low resources/high influence worlds around him. Due to the richness of my space, I knew I was going to be on the defensive on this one, so focused on building Carriers and Fighters. Tim and Jeremy went for the tried and true Cruiser strategy.  Tim had some problems with Distant Suns off the bat, but it wasn't long before both he and Jeremy were on my doorstep.  It would have been over then, but luckily I had accumilated two Skilled Retreat Action cards that allowed me to retreat from both of their attacks and combine my fleet. I was able to beat them both back thanks to Integrated Economy and the fact that I was able to maintain the Prophecy of Ixth from the very begginning. Tim never really went for tech, so in the end game even though he had made up for his planet deficiency was no where near having the techs needed to win. My main endgame opponent was Jeremy, and through passing votes in favor of Tim and paying him off he turned on Jeremy in the end, allowing my to capture Mecatol Rex and the win!</description>
	<link>http://www.boardgamegeek.com/article/70887#70887</link>
	<pubDate>2004-12-14T17:32:32+00:00</pubDate>
	<dc:creator>Wyrenn</dc:creator>
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	<title>Thread: Re:Session Report</title>
	<description>I gotta agree with your analysis of the game.  I love a good wargame, I can understand why people enjoy Axis and Allies, Diplomacy, and Shogun.  But TI just seems to take a bit too long, and there is too much screwage in the board setup.  Last game I played, I got stuck with all sorts of bad hexes, so I played them on other players, but still had more than enough of them, so I wound up with no systems nearby.  Needless to say, I got slaughtered that game.  &lt;br&gt;&lt;br&gt;I also think that some of the alien powers are too weak, don't remember which now since it has been so long, but some powers are definitely MUCH better than others.</description>
	<link>http://www.boardgamegeek.com/article/70867#70867</link>
	<pubDate>2004-12-14T15:36:10+00:00</pubDate>
	<dc:creator>Warhammer</dc:creator>
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	<title>Thread: Session Report</title>
	<description>This session was to determine two things: whether or not this game would be buried in storage with the stack that's going, and whether or not the third edition should be considered for purchase.&lt;br&gt;&lt;br&gt;I'm a big fan of MOO (not moo3 though), but had some reservations about Twilight Imperium because it's basically Kings and Things with some different stuff added in or changed. The combat and economy systems are basically the same as K&amp;T, but instead of tons of different units with different powers drawn semi-randomly, there is a technology tree and a few different units.  The game also starts asymmetrically with differing player powers, where Kings and Things does not.  I like Kings and Things, but I don't think it's as good as King of the Table Top.&lt;br&gt;&lt;br&gt;I was the Researcher aliens (XXcha), the player to my left was the Trading Aliens (tigers), the player across from me was Sol, and the player to my right was a race I can't remember because their special power had little or no effect on the game.  I and the Sol player had played once before, the other two were rookies. Drinking was also a factor.  We used poker chips instead of the little chips for money counters.&lt;br&gt;&lt;br&gt;I solidly won the hex set up minigame in the beginning.  Players burned all their bad tiles around the first ring (in the center of the map) and I placed all mine near their home systems.  They were mad, but couldn't retaliate with poor hexes of their own on mine.  This was just due to inexperience really.&lt;br&gt;&lt;br&gt;The first political action got me elected to gain +1 to my ground force attack rolls, putting me at parity with everyone else (the Xxcha have -1 to all attack rolls).&lt;br&gt;&lt;br&gt;I explained about how carriers worked and how to take planets, and people picked up on that pretty fast, but not the trade off between technology and buying units.  No one but me bought technology the first turn.&lt;br&gt;&lt;br&gt;I started the grope for the win when I drew an action card that allowed me to steal two cards from a player.  I chose the Trading player (the tiger guys) and nabed BOTH of his trade agreement cards that he had refused to use until someone had more planets than he did.  I subsequently played them on both other players and we started making a lot of money.  At a crucial moment I thought I would be attacked but the political phase that turn forced no attacks for two turns.  By the time the truce was over, the Sol player was at war with both the Tigers and the aliens I forgot the name of and I was able to invade metacol rex and the tigers periphery on the same turn.&lt;br&gt;&lt;br&gt;Instead of backing off each other and going for me since I was very close to the win at this point, they ground into each other and SOL was crushed, but had so many planets with ground forces on them that he still had the second highest influence and would have taken probably 5 turns to take out completely.  By the time anyone realized it, I was at 52 influence and 64 resources with only one technology left to buy, and it was shortly game over. &lt;br&gt;&lt;br&gt;For all the fault finding this paragraph will include, I want to say that Twilight Imperium is a FUN game, there are just some things that hamper it from being really good. First off, this is axis and allies in space with all the good and bad that goes along with it.  You're pretty much forced to attack all your opponents at some point, and the 4-player game especially seemed to devolve into attaking the person to your immediate right and left, and allying with the person across the table.  Secondly, the map.  I have to say I don't like it. I don't like the 'corners' where everone is forced to start as it feels very artificial and arbitrary and it doesn't feel much like 'space' except for the wormholes. I don't like the initial set up phase as well.&lt;br&gt;&lt;br&gt;I'm sure we'll play this again, hopefully with an odd-number of players, but I'm afraid this might fall into the same column as Shogun, A&amp;A, Fortress America and Diplomacy: fun games to own and pull out from time to time, but getting the right conditions to get a game in happens quite infrequently.&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/70731#70731</link>
	<pubDate>2004-12-14T14:55:15+00:00</pubDate>
	<dc:creator>littlemute</dc:creator>
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	<title>Thread: Re:Session Report</title>
	<description>manowarplayer (#66850),&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;That was a fricken long report for 1gg!&lt;/b&gt;</description>
	<link>http://www.boardgamegeek.com/article/68403#68403</link>
	<pubDate>2004-12-01T05:45:20+00:00</pubDate>
	<dc:creator>manowarplayer</dc:creator>
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	<title>Thread: Re:Session Report</title>
	<description>Natus (#67119),&lt;br&gt;&lt;br&gt;I agree somewhat with your sentiments.  TI2 has some great and atmospheric features, and I enjoyed the times I played, but it seemed like it just wasnt quite there on a few levels.  I used a laptop all the times I played, so the accounting was never a problem, but other things annoyed me.  &lt;br&gt;&lt;br&gt;Most of the technology advances seem to cost too much for their benefit.  Most players in my games bought ships rather than technology (seemed like you rarely can buy both tech and enough ships to defend yourself)-- if you dont buy ships, you risk getting wiped out.  So tech advances seemed only viable for the Jol-Nar.  This also leads to a lack of variety: in all my games, most players never got to buy the higher techs on the chart before we ran out of time.  I was thinking of starting each player off with 2 or 3 techs of his choice the next time we play, just so we can try out the higher techs. &lt;br&gt;&lt;br&gt;The progression chart was unsatisfactory: going up the chart would be easy for most players, except technology advances are required, and they rarely got bought.  &lt;br&gt;&lt;br&gt;Game length is a related problem: we could usually only play 4 - 5 hours, and (except one game where the Jol-Nar quickly won) no one was close to winning according to the progression chart.  One way to reduce game length would be to make progression chart advancement easier.&lt;br&gt;&lt;br&gt;I thought up a few of my own (untried) victory conditions, such as getting a minimum # of predesignated &quot;victory planets&quot; similar to Game of Thrones.  But TI3 looks like it has a new system of public and secret randomized victory point conditions (similar to missions in Risk?), which sounds very cool, and could lead to some nice variety from game to game if done right (I know no details about it). &lt;br&gt;&lt;br&gt;Like you, I felt that the political card effects were usually too weak, so that Influence is not as important in the game as it should be.  I hope this is remedied in 3rd edition.  The political round gives a nice &quot;galactic council&quot; flavor to the game.&lt;br&gt;&lt;br&gt;And this game has the free-form alliances that are usual to multiplayer wargames.  Lots of players like the diplomacy involved in forming alliances in these types of games, but sometimes I wish for more of a game structure for alliances, since it sometimes feels like you win or lose based only on some whim of the player next to you.  I was thinking of trying a Dune-style alliances system in TI2, where players could form formal alliances when a specially-marked political card was drawn, where an &quot;alliance victory&quot; has much reduced victory requirements--this could also hopefully shorten the game.  Havent tried it out, though.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/67281#67281</link>
	<pubDate>2004-11-23T23:31:32+00:00</pubDate>
	<dc:creator>Dudd</dc:creator>
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	<title>Thread: Session Report</title>
	<description>TWILIGHT IMPERIUM, 2nd Edition&lt;br&gt;&lt;br&gt;SET UP&lt;br&gt;&lt;br&gt;I figured since TI 3rd Edition was coming out, I might as well see what all the fuss was about.  Plus, I LOVE empire building games with lots of diplomacy, back-stabbing, trade, etc.&lt;br&gt;&lt;br&gt;The players:&lt;br&gt;&lt;br&gt;Tim (Jol-Nar)&lt;br&gt;Dave (Sardakk-N'oor)&lt;br&gt;Nate (Xxcha)&lt;font color='#FF0000'&gt;me&lt;/font&gt;&lt;br&gt;Pete (Hacan)&lt;br&gt;&lt;br&gt;We were all seated in the above order, and creating the galaxy was pretty swift and uneventful.  Dave and I had a lot of dead space (pun intended) between us, but Pete and I had a mess of planets between &lt;i&gt;us&lt;/i&gt;.  Had they only been asteroids...&lt;br&gt;&lt;br&gt;GAMEPLAY&lt;br&gt;&lt;br&gt;Play started and immediately we voted on a Law switching Resources and Influence.  While it benefitted me, it was pretty confusing for first time players.  This lasted for a quarter of the game, and I did not take advantage of it soon enough.  However, the other three gangsters did their best to ruin me politically and leave me out of trade agreements early on, which stung.  I only wish I deserved the reputation as a back-stabbing game winner!&lt;br&gt;&lt;br&gt;I made a dive for a system mid-way between Pete and I (my carriers could move 2 systems), which infuriated him, and soon enough, combat ensued.  This lasted, unfortunately, all game, and as it progressed Pete got more and more wealthy and I got less.  Tactically, I fought two or three battles I shouldn't have, but in two of those I had lousy dice.  Nonetheless, I was to blame for sparking a war with a wealthier opponent who had nothing to lose by fighting me.&lt;br&gt;&lt;br&gt;Tim and Dave expanded apace, with Tim going very quickly up the progression chart.  Dave had some trouble getting the correct techs and thus in some skirmishes with Tim he did better than he should have.  He realized his error mid-way through the game, but at that point he was expanding rapidly.&lt;br&gt;&lt;br&gt;Unfortunately, the game really devolved into two two-player games.   Yes, Tim and Pete fought over a system that changed hands twice, and Dave sent a Dreadnought through a wormhole to make life miserable for me (and it did!), but Pete and I hammered at each other while Dave and Tim skirmished but spent most of their time expanding.  Amazingly, I seized Mecatol Rex early on and held it throughout the game.  But my planets slowly dwindled as Pete's armada's chewed through my systems.&lt;br&gt;&lt;br&gt;Eventually, we ended the game surprisingly near completion.  Dave, Tim, and Pete were all on the penultimate space on the victory track, while I had moved only one space.  They claimed a three-way tie while I moped, heartened only that in the last turn I had managed, through Execution and Uprisings, to trip Pete up a bit.  He may not have been the victor had we continued, but I surely would have been the loser.  Ouch!  &lt;img src=&quot;http://files.boardgamegeek.com/images/cry.gif&quot; alt=&quot;:cry:&quot; border=&quot;0&quot;&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/cry.gif&quot; alt=&quot;:cry:&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;REACTIONS&lt;br&gt;&lt;br&gt;Dave liked the game pretty well, but the rest of us were less than impressed.  TI gave too little punch for far too much work.  I had prophetically printed out some game aids the night before, and I can't imagine the chaos had I not done so.  NO TECH TREE?  ONLY ONE DIE?  NO WAY TO TRACK RESOURCES &amp; INFLUENCE?  That's really bad!  And players use laptops to track stats?  It really made me want to heave the game out the window, especially after the 2+ hours unclipping all the units from their sprues.  Argh!&lt;br&gt;&lt;br&gt;I also founded the vaunted Political phase fussy instead of useful.  I was long the lead in influence, but it never got me anywhere!  So what?  The laws were gimmicky and irritating, and few seemed to deal with the 'here and now.' I would like to think that a player with high Influence could defend himself pretty well during the Political phase, but many of the laws were just cursory. Admittedly, I was completely unimpressed with the Xxcha's ability, so I was doubly disappointed.&lt;br&gt;&lt;br&gt;All this said, I will play the 3rd Edition, &quot;Puerto Rico in Space&quot;, as long as I am not the one to buy it.  I just feel that TI is, for me, an &quot;almost there&quot; game.  More balancing out and differentiation of races, streamlined tech and political phases, and a way to accurately and quickly count Resources and Influence would help a LOT. Styrangely enough, I was not a big fan of four player Game of Thrones (but I liked TI more); maybe it's a four-player thing?  Both games were disappointments, because I consider myself a total sucker for these kinds of games.  Well, here's hoping for 3rd Edition!</description>
	<link>http://www.boardgamegeek.com/article/67119#67119</link>
	<pubDate>2004-11-23T13:00:57+00:00</pubDate>
	<dc:creator>Natus</dc:creator>
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	<title>Thread: Session Report</title>
	<description>&lt;font color='#0000FF'&gt;Central Valley Wargamers &lt;br&gt;Session Report &lt;br&gt;11-19-04 &lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;font color='#FF0000'&gt;Twilight Imperium (1st Edition)&lt;/font&gt;&lt;br&gt;&lt;br&gt;Members present: Chuck, Darryl, John, Bob, &amp; Scott (me)&lt;br&gt;&lt;br&gt;&lt;i&gt;To the victor go the spoils…&lt;/i&gt;&lt;br&gt;&lt;br&gt;So we finally got to play our &lt;b&gt;Twilight Imperium &lt;/b&gt;rematch last night after having too many members show up for the past 4 weeks for even an 8 player game. There were 5 of us last night, myself, Chuck, Bob, Darryl and John. This was everyone’s 2nd game –except for me and John had wanted to try a new way to track the Resources, Influence and Trade Income that wasn’t so annoying (those damn counters are so tough to keep stacking and restacking). He had made a template on butcher paper for the hexes so you could fit the standard set-up on it and then had drawn a 3 lane track around the perimeter of the galaxy (10 spaces to each corner) to mark each of the values. We used colored wooden blocks to show how far along each of us were in each area. This was our test run to see how well it worked and if we liked it, we’d make one out of wood and do it up real nice.&lt;br&gt;&lt;br&gt;We rolled to see who would be the “tight” player and on percentile dice I rolled a whopping 04 and pretty much guaranteed that “honor” to me.  &lt;br&gt;&lt;br&gt;We randomly drew our Race and the results were as follows - the seating order clockwise was:&lt;br&gt;&lt;br&gt;Chuck – Hacan (squeezed)&lt;br&gt;Bob – Yssaril&lt;br&gt;Darryl – Letnev&lt;br&gt;John – Xxcha (squeezed)&lt;br&gt;Scott – Sol (tight)&lt;br&gt;&lt;br&gt;We did not use the quick start Manifest Destiny rules or the Outer Rim but did use the shorter Empire’s End variant. &lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Facta non verba - Deeds not words.&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Building the galaxy was interesting to say the least. I have two sets of the game (1st edition) as well as two sets of the Outer Rim expansion, and I thought I had selected the proper number of tiles but we sure seemed to have too few planets, too many blanks and way too many hexes left over. It was too much of a hassle to start over but after checking through the rules, it looked like it was a legitimate build and we just went with it. Darryl had already started to alienate me with his placement of double asteroid fields in front of my home system and then blanks in the remaining spaces as they came up. Chuck also was kind enough to put a Supernova by me so I was in a bad spot from the get go.  Bob was easily in the most advantageous spot as he had nothing but planets around him in all directions. John placed wormhole B next to a cluster of them and I placed the other end of wormhole B next to my home system. &lt;br&gt;&lt;br&gt;Sol is very fortunate to have a high value resource and Influence Value planet to start on, a 6-5. This makes it easier to get some early production out and with the extra credit you get for being in the “tight” position, I was able to build a couple carriers as well as several ground troops. My plan was one of necessity – rapid expansion and grab whatever planets I could and establish my borders at the farthest points possible since my planet selection was so limited. Luckily both Chuck to my left and John to my right, were able to expand in the opposite direction as none of us were eager to immediately start a war with a neighbor already in a bad spot and somewhat edgy. This initial political maneuvering and negotiation that takes place often sets the tone of the game and if you find yourself on the wrong end of some negotiations you can find yourself in a bad way almost immediately.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Veni, Vidi, Vici - Came, Saw, Conquered.&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Enter Darryl. For whatever reason, Darryl and John had a squabble over a system that was midway between the two of them. John had nowhere else to go, while Darryl could have headed over to the neighboring systems between Bob and him, yet this one planet in this system ended up starting the first Interstellar War of the game. Suddenly within the first few turns, there were warships from both sides heading to this system. Darryl and John began a conflict that would occupy them for much of the game.&lt;br&gt;&lt;br&gt;Bob expanded slowly through the many systems around his Homeworld unhindered.  Chuck and I shared all the systems between the two of us up until he took one that he could have easily let me have since he still had 4 other planets on two systems far enough away from Bob to still capture with no resistance.  It would lead to a minor dispute later on in the game. &lt;br&gt;&lt;br&gt;I was now out of planets to expand to on both sides of my Homeworld, while both Chuck and Bob continued to expand. John and Darryl began escalating their attacks on each other up until Darryl brought in a large invading force to end the conflict once and for all. Unfortunately, fate was not with him as John had two critical action cards that forced Darryl to lose two capital ships, one from a lucky shot from one of John’s small fighters and the other from the sacrifice of another fighter.  The battle ended badly as Darryl pressed on when a retreat may have been the better move and John eliminated the remaining forces in the system.&lt;br&gt;&lt;br&gt;Adding insult to injury, the very next Political Phase brought about a vote to Quarantine a planet – preventing new Ground troops from being built there and preventing existing ones to leave until the planet is successfully invaded, and John mercilessly campaigned to have that planet be Darryl’s Homeworld. Not wanting to make waves amongst an unspoken, yet tenuous non-aggression pact, both Bob and Chuck voted with John and Darryl’s fate was sealed. My suggestion to select an unoccupied planet fell on deaf ears. &lt;br&gt;&lt;br&gt;With the wind out of his sails, Darryl valiantly tried to be a thorn in John’s side, playing whatever Action Cards he could to hinder him. Everyone wanted a Trade Agreement with Bob who now controlled 7 planets to most everyone else’s 4 or 5, however I was the last one to obtain one and it only lasted a few turns before Chuck destroyed it with another Action Card. &lt;br&gt;&lt;br&gt;While everyone else had other things that they could be doing during their turns - such as colonizing, my only option was to increase my fleet and I took that task to heart. Chuck I’m sure was a bit nervous as he continued to see my fleet grow and grow, but with all the Planetary Defense Systems (PDS) I had in place at my borders, unless I made the move to attack him, he was at a big disadvantage to attack me in my systems. And like a good politician should, I stuck to both of my alliances with my squeezed neighbors.&lt;br&gt;&lt;br&gt;The Beta wormhole connecting Bob and my systems was also a source of concern for Bob. My end of the wormhole had a planet on it so it was natural for me to have a fleet built up on that system. Bob’s end of the wormhole was just open space – so any fleet he placed there looked like an invading force to me when I know he was probably just defending his territory. Consequently, his fleet was probably not as big as it should have been out of concern for what it may appear to be from my point of view. Good for me as now Chuck had something to worry about too.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Amat victoria curam - Victory likes careful preparation.&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;I had now advanced enough on the Progression Chart to move me all the way to the next to the last stage: Empire. I needed 1 more Technology to advance and 13 Influence which looked really bleak as even if I took Mecatol Rex; I would still need 4 more on top of that to win. However a plan was slowly forming in my head. First, I needed to get Chuck to back out of that system he had jumped in earlier so I would have a clear shot at Mecatol Rex. He was reluctant to do so and argued that it was a disadvantage for him as he was way behind on resources – most of his income was from Trade Agreements. This was technically true but then he then picked up the technology Sarween Tools and gained +1 Resource for each of his planets. He now had no argument and it was either back peacefully out or fight a space battle that he was outnumbered in – something he probably didn’t want to do with Bob on his border as well.&lt;br&gt;&lt;br&gt;I had a few choice Action Cards in my hand at this point:&lt;br&gt;2 Touch  of Genius  (search the deck/discard pile and take whatever card you want)&lt;br&gt;1 Flank Speed (A single fleets gets +1 movement this turn)&lt;br&gt;1 Sabotage (Stops another Action Card from being taking effect)&lt;br&gt;1 Chemical Warfare (Destroy half the existing enemy ground forces before an attack)&lt;br&gt;1 Merciless Offensive (ALL attacks are +1 for this turn – cost 25 Credits)&lt;br&gt;&lt;br&gt;I also had both Type IV Drives (+1 to all ship movement) AND Deep Space Computer (move through enemy fleets. I must also point out that at this point in the game, higher influenced players were continually interrupting the lower ones to take their turns first. The success of my plan was to count on this happening so I could swoop in and take over Mecatol Rex AND either Chucks or John’s Homeworld (passing through their fleets with my Space computer, flank speed card and extra movement. Either Homeworld provided me with enough influence in addition to Mecatol Rex and if the pattern of “turn interruption continued, it should work. I used one of the Touch of Genius cards hoping to find a card to complete the victory and took Rally of the People (2 new Dreadnoughts) where I miscounted the numbered of Ground forces I would need and should have taken Rise of a Messiah ( +1 ground troop on each planet you control). &lt;br&gt;&lt;br&gt;I started to launch the Invasion of Mecatol Rex and realized my error and quickly changed my mind hoping people would buy the “not enough ground forces to succeed here” ploy. They did for the most part – but I think John knew I had enough IF that was all I was going to do! &lt;br&gt;&lt;br&gt;Unfortunately this was also the last turn where players would interrupt with a higher influence. On every turn after that, if I tried it again, all 3 players would have a chance of taking back what I had conquered. To keep up a good show, I eventually went ahead with taking Mecatol Rex before anyone else could. Now I was only 4 Influence away from a victory.&lt;br&gt;&lt;br&gt;John went ahead and finally eliminated Darryl from his misery, taking over his home worlds. It was late and Darryl headed home leaving the rest of us to struggle on. At that point, John decided that Bob’s right flank was looking pretty weak and went over ahead with a small invasion force to see if he could get a few easy planets before Bob could retaliate. Chuck could see that I was very strong and began to build up his fleet to protect his borders, as well as eyeing Bob’s other flank I would suspect. &lt;br&gt;&lt;br&gt;The only thing that was hindering Bob in the game was a law that he himself had overruled us on – it made the Progression Phase only happen every OTHER turn. It slowed us down from winning, but as he quickly caught up with the requirements he needed, he could only advance once per every 2 turns too as well. &lt;br&gt;&lt;br&gt;With the military buildup between Chuck and I escalating, and John and Bob fighting it out on the other side of the galaxy, someone was going to have to make a move. Both John and I were close – and he seemed to have the easier route to victory as Bob didn’t have the defenses on that side that both Chuck and John had on my flanks. &lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Fortes Fortuna Aduvat -  Fortune favors the brave.&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Finally it happened. I was ready to make a move regardless of turn order as Chuck was quickly catching me in fleet production. On this same turn I made the decision, Bob interrupts my turn to counter attack John before anything could happen. Chuck then also interrupts me to take his turn as my last Technology “Master of Production” allowed me to place the massive troops and fleets (10 units in all) directly on the board at the purchase phase – an advantage if I was going to attack as his units wouldn’t arrive until the end of this turn. He considered attacking me – with much encouragement from John, but in the end moved up other ships to his borders hoping to make me think twice about any attack I was considering his way.&lt;br&gt;&lt;br&gt;I used both my Flank Speed card and Propulsion Technologies to skirt around Chuck’s big defense – a move he wasn’t suspecting I could do with the combination of cards and Technology I had. I then also moved a large fleet through John’s outlying ships in other systems and launched an offensive on his Homeworld. I used the last of my other fleet’s movements to protect my Homeworld and Mecatol Rex, as John would be the only one who could stop a victory at this point. I didn’t care if I lost one of my planets as I had plenty of resources – I needed the influence! &lt;br&gt;&lt;br&gt;John and I fought our space battle and I outnumbered him greatly and took over his Homeworld – the Influence was mine! I then took over Chuck’s planet and added 3 more to give me a cushion. Ending my turn, John made his moves to retaliate and prevent my victory.&lt;br&gt;He debated a bit about where to go, but ultimately decided (correctly) that only t