Twilight Imperium 3rd Edition - Out with the old, in with the new
Posted by ~Ray @ 2007-11-27 20:57:12
Looking through the new SC's. I see a lot of my complaints about the originals have been resolved. I would desire to do a comparison between the two sets.#1)Initiative to Leadership: Now there's another cause besides going first plus the dominate counters you receive can go to strategy allocation echoing Initiative's ability.#2)Diplomacy to Diplomacy II: Yay!! A reason to pick Diplomacy before turn 4-5! arrogate a planet or Signal Jam everyone... Choices choices.#3)Political to Assembly: Control what the current agenda ordain be? Much better than what ordain be voted on in a later turn. And giving someone else the speaker token causes some interesting decisions... act first pick of strategies or decide the agenda. And the secondary ability is nice refreshing planets is always good.#4)Logistics to Production: The original Imperial SC had one of the greatest secondary abilities in my opinion. Building and moving is a very potent combination. That ability is copied here but with a two resource bonus.#5)Trade to Trade II: Removing the ability to end the Hacan's change agreements is a bit of a downer but it seems like a exceed card because of it. No longer requiring a dominate counter to acquire change goods is great and avoiding the one good tax is a good incentive to take Trade II for the turn.#6)Warfare to Warfare II: ALL SHIPS ON HIGH warn!! +1 bonus to combat rolls until end of move. The original ability although fun didn't always match the idea behind the card. Build in a system shift the command counter and create again is warfare?
The new secondary ability is much more relevant allowing any ship to move to beef up an attack or argue against one should be seen much more often than patroling.#7)Technology to Technology II: In the games I played with the original SC's few players hit some of the higher techs like Advanced Fighters or X-89 Bacterial Weapon without exclusively taking Technology every come about they got (or they played as the Jol-Nar). Two technologies a turn should help alter the higher ones more relevant.#8)Imperial to Bureaucracy: The big one. Its my belief that a good game mechanic give interesting choices and Imperial failed at that. Get a free technology go or two points? Bureaucracy is much better. Imperium Rex ordain comfort be revealed between move 7 - 10 although some bonus counters ordain be stuck on the SC for awhile. Get a remove technology go or get x number of bonus counters where x goes up every turn is a much more interesting decision. Well thats my comparison between the old and the new Strategy cards of Twilight Imperium. Feel remove to disagree with my thoughts and please overlap yours with me. Pax Magnifica Bellum Gloriosum(edit: fixed some typos)
Last edited by HeroOfRagnarok on 2007-11-27 18:41:22 CST (Total Number of Edits: 1)
I agree with your analysis but must qualify that I never played with the old SCs. I avoided the bet based just on what I was reading - until the expansion came out. I think the game is book now but those who have played both versions ordain be in a better lay to comment on the effect of the changes. As an additional thought regarding the expansion in general it appears that the tools are now there to tweak the bet in any direction that a particular assort prefers.
I accept with your analysis but must answer that I never played with the old SCs.
Well since you confessed now I undergo to. I haven't played with the new ones yet just the old SC's[ADVERTHERE]Related article:
http://www.boardgamegeek.com/article/1885233#1885233
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