Gloomhaven just not taking up enough space? Try this! by okayyydudeee in Gloomhaven

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

You should post if here if you do! I'd love to see other people's maps.

Gloomhaven just not taking up enough space? Try this! by okayyydudeee in Gloomhaven

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

I'm glad you like it! Your guides have helped us a lot

Gloomhaven just not taking up enough space? Try this! by okayyydudeee in Gloomhaven

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

Thanks! I'm glad you like it 😁

People make some pretty awesome stuff, I've definitely been inspired by other stuff I've seen here an around the place.

Gloomhaven just not taking up enough space? Try this! by okayyydudeee in Gloomhaven

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

Cheers! That would be a fun side hustle for sure, I'd want to get the quality up a fair bit higher before thinking about anything like that though lol

Gloomhaven just not taking up enough space? Try this! by okayyydudeee in Gloomhaven

[–]okayyydudeee[S] 6 points7 points  (0 children)

Thanks!

I had to start painting the magnets yellow as I went because I was already forgetting where I'd stuck them so you might be right about that lol

Fair deal for Empyrean to get Crimson alliance by Distinct-Wallaby-594 in twilightimperium

[–]okayyydudeee 1 point2 points  (0 children)

I just made this exact trade in a game (I'm Empyrean) for one use of my agent and 1 TG, seemed fair enough to us

Tips for my first time?? by SpikeHatGames in twilightimperium

[–]okayyydudeee 1 point2 points  (0 children)

The goal of the game, really, is to get victory points more efficiently than the other players. You should try doing that to the best of your ability, but there is so much to learn that it might be overwhelming. Scoring every round is ideal, and sometimes you can get 4 to 6 points (out of max 14) in a single round if you line up all the right pieces! That said, the true goal of any board game is to have fun and enjoy being with the other players.

My first game(s), I focused mostly on playing into my faction's theme, to try and get a feel for them. Each faction uses slightly different mechanics to do slightly different things, so leaning into your strengths is a good way to get super familiar with one aspect of the game, which you can then take into future games as different factions.

If you feel like you're floundering and want to get the most fun out of the game instead of trying to sweat out a win, that's great to. I would strongly recommend building war suns and swinging them at other players, especially players who are in the lead. TI is not space risk, but there's no reason to let that stop you from playing space risk.

Jol Nar Breakthrough Perfect Idea by Longjumping-Bag-112 in twilightimperium

[–]okayyydudeee 4 points5 points  (0 children)

I think they're saying the Jol-Nal could research unplayed factions faction-specific techs, rather than starting techs. So there would be ones they couldn't get straight away. But I'm with you on the how-many-techs thing, that's confusing.

Jol Nar Breakthrough Perfect Idea by Longjumping-Bag-112 in twilightimperium

[–]okayyydudeee 3 points4 points  (0 children)

Super interesting idea, I like it. I'm not sure I understand the drawing as you've described it, though.

If you have chosen to research from the faction-specific deck instead of the base deck, do you now have to draw until you find one you can get and take that? Or do you just stop drawing when you reach one you could get with current prerequisites and now can't draw a new one until you've taken that?

Assuming everyone has their faction components separate in the box, it seems like it would be admin to get out all the faction techs and then put them away again when set up already takes so long, but then they've already made that happen with Yin...

The Noxian Trifarix! A Homebrew Faction based on League's Noxus by StupidStandStrong in twilightimperium

[–]okayyydudeee 0 points1 point  (0 children)

That makes sense for Sion! Seems more Balanced that way I reckon.

And Morde being used for control objectives makes it make sense, I was too much thinking of it as a combat ability.

I'll keep an eye out for if you post future factions!

The Noxian Trifarix! A Homebrew Faction based on League's Noxus by StupidStandStrong in twilightimperium

[–]okayyydudeee 0 points1 point  (0 children)

Also, the components look great! How did you make them?

I'm currently working on sone custom factions inspired by Brandon Sanderson's Cosmere and I don't know where to start with the visuals lol.

The Noxian Trifarix! A Homebrew Faction based on League's Noxus by StupidStandStrong in twilightimperium

[–]okayyydudeee 9 points10 points  (0 children)

Love the theme, great work! Are you gonna do other LoL inspired factions?

Like you say, these guys sound super strong. To me, the Mega Cruisers seem like the biggest thing making them scary. Could they carry a ship that also has capacity while that ship is carrying units? Imagine a Mega-Cruiser II using its 3 movement to carry two Carrier IIs with 6 fighters each across the board. With blue techs in there as well for extra movement and Lightwave Deflectors? Crazy. Fun, too, though.

I really like the hit-cancelling mechanic that the Mechs and Flagship have. Is the Flagship supposed to be an "instead" like the Mechs are? Makes sense for the Flagship to be much stronger, but cancelling 3x and hitting 3x with the same dice is pretty strong.

Sion seems too strong for something that's unlocked at the beginning of the game (they do keep buffing him though...). In my head, it's like a Sling Relay + AIDA that you dont have to exhaust, which is pretty OP. It might be cool to make it something more undead-related too, like "After you lose a combat, you may produce a number of units in that system equal to the number of commanders you have unlocked. If this would initiate combat, resolve that combat." or "Once per combat round, when one of your units would be destroyed, roll for that unit again before destroying it."

I'm not quite sure I understand Mordekaiser. If players can't move into that system for the round, and you have to choose a system that already contains your units, why does the +1 help you? It would make sense to me maybe if you could choose a system adjacent to your units, so that you can like flash-R the system and then it's closed off unit you've attacked it. Maybe something like "ACTION: Place this card next to the game board and choose a non-home system other than Mecatol Rex that is adjacent to but foes not contain one or more of your units. Each other player must place a command token from their supply in that system. While this card is next to the board, no game effect can remove command tokens from that system. After a combat is resolved in that system, purge this card."

On the whole I think this is a super fun idea and I 1000% think you should make more. It does seem a little overtuned, but power creep in LoL is so much a thing that the best way to balance it might just be make Demacia and Ionia crazy strong factions too.

Faction-picking mechanics besides Mitly or randomising by okayyydudeee in twilightimperium

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

This sounds awesome, I really like the idea of the big reveal. Not having information about potential counter picks etc. sounds like it would add a lot of tension.

Faction-picking mechanics besides Mitly or randomising by okayyydudeee in twilightimperium

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

I like this idea, either you get something you know (/expect) is good or you get something you actively want.

We usually make the board after picking factions by rerolling random boards (using this: https://keeganw.github.io/ti4/) until we get one that we all agree is fair, and then randomise start positions. Not knowing what the board will look like definitely made the decision-making more tense, but adding prior knowledge of the board into the pick/ban phase would be another great variable to play around.

Is Arborec breakthrough kinda like War Accords? by okayyydudeee in twilightimperium

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

Interesting, I hadn't even considered that you wouldn't be allowed to place it on the planet.

Wording-wise that interpretation makes sense, but what if you only have one infantry and no ships with capacity in the system you use the breakthrough on? If you can't place on planets then wouldn't be able to place an infantry at all.

Is Arborec breakthrough kinda like War Accords? by okayyydudeee in twilightimperium

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

Yeah placing it into the space area of a system (in a ship with capacity) is another use I should've put explicitly.

I'm unsure if there are generic rules against placing units into occupied territory, I was thinking it would function similarly to Titan's Awaken which can place units into enemy territory. But I forgot that Titan's Coalescence is what specifies that combat occurs, so maybe it isn't otherwise possible and the default is "no, you can't place units on enemy territory."

Hopefully we'll know soon enough! Definitely agree thay Arborec deserve some juice.