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White River Junction
As part of the initial split up, Justin, Phil Swim and Geoff decided to play Galaxy: The Dark Ages (which will be referred to as G:TDA in the rest of this summary).
In G:TDA, players play cards similar to the way you do in Titan: The Arena, the predecessor to G:TDA. However, G:TDA is more complex and attempts to enhance player options so that the balance of power can shift, even if a player is substantially behind. Some notable enhancements of G:TDA over Titan: The Arena include:
1. Playing cards 0-5 result in the use of special card (ship) powers. These powers range from temporarily discarding a player card into their "reserve" to moving a chip (base) up one level.
2. Playing cards 6-10 allow a player to attack another card in the row. The number of attacks is equal to the number of other visible number cards in that row matching the played card. A bonus of +1 attack is also given to the player who controls the Imperial world (governor) and another +1 attack is given when a player covers an existing card. The player may attack any card in the row OR base, provided the base has no card defending it (cards placed in the row). Success results in the destruction of a card or the shifting of a base one level below its current position. Failure results in retaliation: counterattack.
3. This brings the third change: Players bases CAN be moved up and down score point levels. This is accomplished through attacks, ship powers or spoils of victory.
4. Spoils of Victory are issued prior to the destruction of a world. Spoils go to governors which have the greatest number played at that row (including ties). They may increase their base by +1 scoring level.
5. Players can not ONLY either place a card or discard a card from a destroyed governor.
6. Technology cards are more powerful, more plentiful and can last an entire round until a world is destroyed! They may also be placed in additional to the regularly card placement phase thereby allowing players to place/get rid of a card AND place a technology card.
7. Allies (wild cards) do no negate the effect of the governor power like they did in Titan: The Arena
From this little amount of information, you can sense how different a game like G:TDA is from its predecessor.
The game started with Justin winning the first bid by playing a 10. Geoff was the first to attack by a well-placed 7-ship strike against Phil Swim's Kha'farjimmn. Both strikes failed. By the end of round 1, all players had placed secret bets and the Erithizonians governor was eliminated. By the end of the second round and subsequent destruction of the Kha'farjimmn governor, Phil Swim lost two bases permanently. Justin launched an attack against Geoff and by the end of round three, the Divergence governor was destroyed and Justin was in the lead. The Felowi was the fourth group eliminated. Near the end of the fifth round, Phil Swim managed to take the 0-Cylor card from Justin's hand. Playing that card the next turn forced the end of the round and the destruction of Cylor. Both Geoff and Justin had secret bases on Cylor...therefore, unknown to Phil Swim that simple move not only ended the game, but gave him the victory!