Difference between revisions of "Twilight Imperium Variants"

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(Simplified Diplomatic Setup)
(Simplified Diplomatic Setup MkII (6 players))
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5. Take 1 trade good.  You may trade your race (choice) AND/OR secret objective (Draw two, choose one).  Fifth choice of starting position.<br>
 
5. Take 1 trade good.  You may trade your race (choice) AND/OR secret objective (Draw two, choose one).  Fifth choice of starting position.<br>
 
6. Take 1 trade good.  You may trade your race (choice) AND/OR secret objective (Draw two, choose one).  Sixth choice of starting position.<br>
 
6. Take 1 trade good.  You may trade your race (choice) AND/OR secret objective (Draw two, choose one).  Sixth choice of starting position.<br>
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=Multiple Paths To Victory=
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Right now, the way victory is achieved in TI can sometimes lead to a good game, but often leads to a pretty lame game for at least one player, and given the time investment, this isnt acceptable.  I have long wanted to be able to make the game more flexible, to make the board position important along with the objectives randomly chosen.  I have also felt like there were too few avenues to victory, which makes the random choices of objective cards and races super important, without much input from players.
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To achieve this, I propose having 4 objective decks.  The standard deck, built according to the rules as normal, and a military deck, political deck and an infrastructure deck, each of the auxiliary decks will have 4 cards, face up.  During any turn a player may claim objectives from only one deck.
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==The Military Deck==
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The following cards will be removed from the standard objective pool and used to create the military deck:<br>
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<br>
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I have controlled Mecatol Rex for the entire strategy phase and action phase of this round. 1 point<br>
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I won a space battle against at least 3 enemy ships this turn.  1 point<br>
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I control 11 planets outside my home system.  2 points<br>
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Domination.  I control all the planets in two other players home systems.  I win the game<br>
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==The Political Deck==
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The following deck is created from cards which exist and some that do not.<br>
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<br>
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I have proposed at least 2 laws that have passed.  1 point.<br>
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I now spend 10 influence.  1 point.<br>
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I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left.  1 point.<br>
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I now discard 3 action cards and 2 political cards.  2 points.<br>
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==The Infrastructure Deck==
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This deck encompasses cultural infrastructure in ways such as technology and economy.<br>
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<br>
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I have more than 1 technology advance in 3 different colors.  1 point<br>
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I now spend 6 trade goods.  1 point<br>
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I now spend 4 trade goods, 3 resources, and 3 influence.  1 point<br>
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I have at least 9 technology advances.  2 points.<br>
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==Racial Objectives==
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I also think it might be a good idea to have 3 racial objectives for each race, and a player randomly chooses one of those instead of a secret objective.  They are achieved exactly the same way as secret objectives.
  
 
=Variant Races=
 
=Variant Races=

Revision as of 01:13, 5 May 2010

Here is an in-depth discussion of variants which are available for Twilight Imperium. Since this game is such an epic (ordeal) event, I believe its necessary to customize the flavor as much and often as possible.

Diplomatic Setup

One issue which can be cited about TI as a whole is that the setup takes a heck of a lot of time, and also that it gives the initial speaker an inherent advantage they have not earned. There is also an imbalance of races. This gives an extra layer of negotiation which can be done before we sit down to play.

1. We randomly assign ourselves numbers from 1-x, where x is the number of players.
2. Each player, starting with 1, may then either choose an available race or pass and take 1 trade good, plus one trade good for each previously chosen race. This choice of race is public.
3. Once each player has either chosen a race or passed, each player has one opportunity to bid trade goods for starting position. Players are allowed to go into deficit, but must bid a positive integer or pass. Those who bid are allowed to choose their position on the board after seeing it, in order from highest to lowest. Tied players may negotiate or throw a die to determine order.
4. Starting with the player with the most trade goods, bidding on the speaker token begins. Players are allowed to go into deficit. Once you pass, you are out. Whoever wins this auction begins the game as the speaker.
5. Once all of this is done, if anyone has a trade good deficit, everyone adds a number of trade goods to their stock equal to the absolute value of the largest deficit.

Simplified Diplomatic Setup

Before play begins each player rolls a d30. Players are then ordered from highest to lowest of these rolls (break ties). The lowest roll takes one trade good immediately. Each player in order then chooses a position on the following list:

1. Take the speaker token, last choice of starting position.
2. First choice of starting position.
3. Take 1 trade good. You may trade your race (choice) OR secret objective (random). Second choice of starting position.
4. Take 1 trade good. You may trade your race (choice) OR secret objective (random). Third choice of starting position.
5. Take 1 trade good. You may trade your race (choice) OR secret objective (random). Fourth choice of starting position.
6. Take 2 trade goods. Fifth choice of starting position.
7. Take 2 trade goods. Sixth choice of starting position.
8. Take 2 trade goods. Seventh choice of starting position.

Once everyone has been assigned their position on the list the selection begins, followed immediately by the game itself. This shouldnt take long, has lots of options, and gives some value to all of those who dont get randomly selected to get the speaker token.

Simplified Diplomatic Setup MkII (6 players)

Before play begins each player rolls a d30. Players are then ordered from highest to lowest of these rolls (break ties). The lowest roll takes one trade good immediately. Each player in order then chooses a position on the following list:
1. Take the speaker token, 4th choice of starting position.
2. First choice of starting position.
3. Take 1 trade good. You may trade your race (choice) OR secret objective (random). Second choice of starting position.
4. Take 1 trade good. You may trade your race (choice) OR secret objective (random). Third choice of starting position.
5. Take 1 trade good. You may trade your race (choice) AND/OR secret objective (Draw two, choose one). Fifth choice of starting position.
6. Take 1 trade good. You may trade your race (choice) AND/OR secret objective (Draw two, choose one). Sixth choice of starting position.

Multiple Paths To Victory

Right now, the way victory is achieved in TI can sometimes lead to a good game, but often leads to a pretty lame game for at least one player, and given the time investment, this isnt acceptable. I have long wanted to be able to make the game more flexible, to make the board position important along with the objectives randomly chosen. I have also felt like there were too few avenues to victory, which makes the random choices of objective cards and races super important, without much input from players.

To achieve this, I propose having 4 objective decks. The standard deck, built according to the rules as normal, and a military deck, political deck and an infrastructure deck, each of the auxiliary decks will have 4 cards, face up. During any turn a player may claim objectives from only one deck.

The Military Deck

The following cards will be removed from the standard objective pool and used to create the military deck:

I have controlled Mecatol Rex for the entire strategy phase and action phase of this round. 1 point
I won a space battle against at least 3 enemy ships this turn. 1 point
I control 11 planets outside my home system. 2 points
Domination. I control all the planets in two other players home systems. I win the game

The Political Deck

The following deck is created from cards which exist and some that do not.

I have proposed at least 2 laws that have passed. 1 point.
I now spend 10 influence. 1 point.
I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left. 1 point.
I now discard 3 action cards and 2 political cards. 2 points.

The Infrastructure Deck

This deck encompasses cultural infrastructure in ways such as technology and economy.

I have more than 1 technology advance in 3 different colors. 1 point
I now spend 6 trade goods. 1 point
I now spend 4 trade goods, 3 resources, and 3 influence. 1 point
I have at least 9 technology advances. 2 points.

Racial Objectives

I also think it might be a good idea to have 3 racial objectives for each race, and a player randomly chooses one of those instead of a secret objective. They are achieved exactly the same way as secret objectives.

Variant Races

There are at least 3 versions of variant Star Trek races, and also Dune and Star Wars versions. This allows a more close association with their abilities. Many of us have no connection to Hacan or Naalu, yet we know exactly who the Borg and Klingons are.

--Dieter the Bold 15:08, 28 April 2010 (MST) I'm open to using variant races (of any kind), just so long as we agree early enough so I can look things over.

Borg

SBorg.jpg

Comments

I think that while the Borg are certainly overpowered, their -4 VP start is probably too harsh. Its very difficult to gain victory entirely through conquest. It might be prudent to try them at -2 or -3.

Cardassians

SCardassian.jpg

Comments

Ferengi

SFerengi.jpg

Comments

Klingon

SKlingon.jpg

Comments

Romulan

SRomulan.jpg

Comments

Tellarites

STellarites.jpg

Comments

Human

SUFP.jpg

Comments

Vulcan

SVulcans.jpg

Comments

Xindi

SXindi.jpg

Comments

Andorian

SAndorians.jpg

Comments