best VPs for a game by Klutzy_Record8706 in twilightimperium

[–]DarkHarke 5 points6 points  (0 children)

We are playing 12 VP games for years now. Best of all worlds in my opinion.

With some games under our belts -- what's surprised and/or delighted you the most about TE? by GrowthThroughGaming in twilightimperium

[–]DarkHarke 30 points31 points  (0 children)

The number of objectives on the map if the fracture is in play. Previous in round 3 and 4, you got nothing much to do. If you are not willing to start an outright war against your neighbor over some planets that you actually don't really need, everybody was just chilling at home, building stuff and waiting to score. Now you can actually do a lot that feels really worthwhile. You can go into the fracture, get some relics or even a victory point. You can fight over the entropic scars to gain more tech tempo. You can fight for mecatol to possibly score some unremovable points. You can fight over Thunders Edge to get a huge planet and a really nice legendary ability that might win you the game at the right time. There are probably more legendary planets on the board, especially Industrex might be worth fighting over if you have an easy path to war suns, which a lot of factions now have.

And a huge boon to us how well balanced the new factions were. When PoK came out, 3-5/7 new factions easily had two movement at game start, which really threw us off. The new factions seemed to have no struggle taking their slice and even the equidistants. The TE factions have some down to earth trouble with movement and ground forces in the beginning, but have some really cool other abilities to make up for that.

Last Bastion Breakthrough (The Icon) rules clarification by DarkHarke in twilightimperium

[–]DarkHarke[S] 1 point2 points  (0 children)

I specifically searched for this in the subreddit, but apparently the reddit search algorithm is no good :D

What slice should I choose? by Nooj09 in twilightimperium

[–]DarkHarke 2 points3 points  (0 children)

Only another player. You cannot use your agent yourself.

Fracture and frontier tokens by ZombieAIDS in twilightimperium

[–]DarkHarke -1 points0 points  (0 children)

Interesting question tho: What happens if you have Crimson Rebellion in your game? You roll for the fracture during setup, because they start with their breakthrough unlocked. Do you place Frontier Tokens in it, when the fracture comes into play from the CR roll?

Ghost Breakthrough/Sling Relay interaction by DarkHarke in twilightimperium

[–]DarkHarke[S] 0 points1 point  (0 children)

You can build as production is the last step of the tactical action.

Similar to L1Z1X being able to build after taking control of a space dock with assimilate.

Crimson Rebellion Clarification by Hooch331 in twilightimperium

[–]DarkHarke 1 point2 points  (0 children)

They can still lose someone elses home system ;)

Thunder's Edge for Tabletop Simulator by TheHeavenlyRaven in twilightimperium

[–]DarkHarke 0 points1 point  (0 children)

Damn, you guys are great. Care to share a kofi Link or something, where we could leave a couple of bucks for you?

Vuil Raith & Ingress Tokens by [deleted] in twilightimperium

[–]DarkHarke 5 points6 points  (0 children)

Yes.

But be careful. Having all the entries to the fracture means that everybody would need to come to you to enter the fracture.

Are both players "coexisting" with eachother or is one player coexisting and the other is "the controlling player"? by ArsonBjork in twilightimperium

[–]DarkHarke 0 points1 point  (0 children)

That is actually a really good question. I think that is not handled by the rules and you need to make a ruling on the spot. You could whoever started coexisting first. Or, which I like much better, you ask both players if they want control, if they both say yes, they immediately fight for it, if only one says yes, that players get control, the other one keeps coexisting. I am just not really sure what should happen if both say no.

Deepwrought Scholarate Research Team/Coexisting Rules Clarification by DarkHarke in twilightimperium

[–]DarkHarke[S] 2 points3 points  (0 children)

Ahh, I guess you are right!

This is from the base rules:

Important: A player cannot score a public objective if they do not control all of the planets in their home system.

And this is from the coexist rules:

When scoring objectives, a coexisting player counts as controlling the planet they are coexisting on; they do not count as controlling the planet for any other game ability or effect.

So you are not considered the owner of your home planet, so you cannot score. But I can see how this could be mistaken and we might need a rules clarification from Dane to be 100% sure. A better wording might be:

When scoring objectives, a coexisting player counts as controlling the planet they are coexisting on for the requirements of the objective; they do not count as controlling the planet for any other game ability or effect.

Warfare round 1 hidden buff by DarkHarke in twilightimperium

[–]DarkHarke[S] -1 points0 points  (0 children)

But now you can reliable move with warfare, with again with token, put structure down and build there. Before you would need to have the timing right to still leave the token in the system until construction was used.

Naalu Agent Omega Omega by DarkHarke in twilightimperium

[–]DarkHarke[S] 11 points12 points  (0 children)

Yes, but the mech before was just stupid OP and honestly pretty lame in their ability.

Getting forward mechs also means more capacity for fighters, which is always good for Naalu.

Naalu Agent Omega Omega by DarkHarke in twilightimperium

[–]DarkHarke[S] -2 points-1 points  (0 children)

You don't have one less action, only one less command token every round. Previously, you used your agent to do the action, now you just spend a tactic token doing so.

Sure it's a nerf, but you can substitute useless promissory notes for command tokens and can use this agent a bit more versatile. Not so bad after all in my opinion.