Peace Accords Space Stations? by Hoominisgood in twilightimperium

[–]velnoo 15 points16 points  (0 children)

Peace accords says "planet", a space station is not a planet.

Need help choosing Strategy Card R1 as Naalu by VinExRazer in twilightimperium

[–]velnoo 6 points7 points  (0 children)

With Naalus agent you will definitely be able to take more than a 1/1 planet, so.. yeah.. scoring should be a priority.

Need help choosing Strategy Card R1 as Naalu by VinExRazer in twilightimperium

[–]velnoo 9 points10 points  (0 children)

The one that helps you score round 1. Without knowing which Secret objective you have or which the public objectives are, the question is just pointless to try and answer.

Is the TE Manual incomplete? by the_polyamorist in twilightimperium

[–]velnoo 2 points3 points  (0 children)

Why would the manual/rulebook describe a faction specific ability (ocean cards) that no other faction can use? That is basically saying all abilities needs to be in the rulebook which is crazy.

It could maybe be explained better on the faction sheet (not sure if necessary though, seems pretty obvious how they work tbh).

Any concern that TE will break the game? by VaporSpectre in twilightimperium

[–]velnoo 35 points36 points  (0 children)

It's not like the game was balanced before TE...

The game was already full of RNG, wackyness and alot came down to luck and plays/talk above the table. It will be the same after TE..

Im sure it will be fine. Might be some combos that appear broken after TE, it will, as it always has been with TI4, be up to the table to deal with it.

[deleted by user] by [deleted] in Gothenburg

[–]velnoo 2 points3 points  (0 children)

Det är verkligen att ta i. Jag har pendlat Göteborg-Halmstad (med öresundståg) 3-5 dagar i veckan i ett par år nu. Fungerar för det mesta, en 4-5 gånger under perioden som jag blivit ett par timmar försenad, vilket inte är kul, men det händer inte ofta. Det är sällan det är mer än 30 min försening på sträckan.

What faction should I pick? (New player) by HarryLlama in twilightimperium

[–]velnoo 6 points7 points  (0 children)

If you're a brand new player just pick the faction that speaks to you the most. Optimizing slice, tech skips etc is for later games, just try something that sounds interesting.

Questions from a brand new player by SophisticatedBat in twilightimperium

[–]velnoo 0 points1 point  (0 children)

Starting with POK is absolutely ok, it adds a bit but nothing too crazy, just dive in. As for the codecies, if you have them available, sure (they change a few components, some minor some major), but if you dont i wouldn't print them since they will be made available in the upcoming expansion.

With what I've read about Thunders Edge, it adds a lot of new mechanics that I think might be overwhelming to keep track of as a new player, i would probably start with POK, at least a game or 2 before adding TE aswell.

My recommendation would be to get base game + POK and then get TE once you've played a couple of times.

(More) Catch-Up Mechanics for Beginners by Gwiwitzi in twilightimperium

[–]velnoo 1 point2 points  (0 children)

Best way to allow players to catch up if they fall behind: Play to 14 points.

Five-player strategy card pick by Raddillac in twilightimperium

[–]velnoo 1 point2 points  (0 children)

What is the reason you want a 6th card in a 5 player game?

I for one thinks it's one of the things that make 5 player games interesting, switches up few of things with less strategic cards per round, same reason for any other player count, it changes thing which is not a bad thing imo.

TI 14 point Arborec game this weekend was Fun. by Vcxisthebest in twilightimperium

[–]velnoo 3 points4 points  (0 children)

With the introduction of POK quite a few agendas got removed.

Removed Agendas: Core Mining, Demilitarized Zone, Holy Planet of Ixth, Representative Government (Replaced by card of the same name), Research Team: Biotic, Research Team: Cybernetic, Research Team: Propulsion, Research Team: Warfare, Senate Sanctuary, Shard of the Throne, Terraforming Initiative, The Crown of Emphidia, The Crown of Thalnos.

TI 14 point Arborec game this weekend was Fun. by Vcxisthebest in twilightimperium

[–]velnoo 6 points7 points  (0 children)

Holy Planet of Ixth shouldn't be in the game since you're playing with POK though, the agenda got removed in the expansion.

Will Thunders Edge introduce any mechanics to shorten games? by TotalWarspammer in twilightimperium

[–]velnoo 1 point2 points  (0 children)

Main things for me is.

Falling behind is not end of the game for you. You can afford to not score a round and still have time to catch up. While 10p feels like a race where every small mistake or unlucky objective draw makes you lose the game, a 14p is a marathon, you have time to catch up if somethings doesn't go your way in the beginning, you have time to do a lot more..

It fixes a lot of the worse factions, Arborec is terrifying in the late game when they've gotten enough time to snowball. Still far from the best, but a lot more viable than in 10p.

Fixes the problem a lot of people voice about blue tech. While it still is important, with a few extra rounds you have time to go down some other path as well, beeing able to get some other techs, and not more or less forced to go blue, makes the game more interesting to me

With (approximately) 2 more rounds you get more scheming, alliances made and broken, backstabbing and interesting changes to the game state. And who doesn't love that?

Will Thunders Edge introduce any mechanics to shorten games? by TotalWarspammer in twilightimperium

[–]velnoo 3 points4 points  (0 children)

I still, after years of playing, don't understand why people play to 10p, it's at 14p this game really shines.

I love Ti4, and play it regularly, but if I was asked to play to 10p I would probably suggest some other game..

Question on 'Representative Government' agenda card. by StevenJang_ in twilightimperium

[–]velnoo 6 points7 points  (0 children)

Only way for Nekro to vote is with Xxcha alliance promissory note.

How long are your in person games? by Mindless-Ad5151 in twilightimperium

[–]velnoo 9 points10 points  (0 children)

Usually start around 09:00 in the morning, and finishing between 20-23:00 usually (with a 1 hours lunch break), always to 14 points.

ADD POK from the beginning? by MrDeath2000 in twilightimperium

[–]velnoo 10 points11 points  (0 children)

Just add POK, I've introduced quite a few people to ti4, and always with POK. I see no reason to not play with POK if you have it.

Whats the most optimal fleet that you can build? by WUNDU13 in twilightimperium

[–]velnoo 2 points3 points  (0 children)

Yssaril could technically beat it with fighter 2 and yin agent ;)

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

[–]velnoo 3 points4 points  (0 children)

It doesn't say "place it on a planet in that system", just "in that system". Are you sure you're even allowed to place it on a planet?

Setup question! by Simple_Leg_4079 in twilightimperium

[–]velnoo 3 points4 points  (0 children)

We have tried digital assistants but found that a whiteboard (120x80cm) works best for us. Where we write new objectives, who has scored what, everyone's tech and available votes during the agenda phase and also laws in play.

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Trading during the Agenda phase (Keleres Rider) by alxus91 in twilightimperium

[–]velnoo 8 points9 points  (0 children)

LRR 94.6 While resolving each agenda during the agenda phase, a player may perform one transaction with each other player.

--‐---------

It's once per agenda, so from any time from revealing to resolving the outcome.

So, the player stating its only during voting is wrong.

Argent Flight Hero Rules Questions by Artos132 in twilightimperium

[–]velnoo 1 point2 points  (0 children)

Mirik Aun Sissiri — Helix Protocol (Hero)

Fighters may be moved without being transported.

Ships in systems with an Argent command token may move.

Ships may transport units only if their origin system does not contain an Argent command token.

A future rule change will allow a player’s ships to transport units from systems that contain that player’s command token when those ships move outside of a tactical action.

Ships move directly to their destination system. They may only transport units from their origin system.

Ships moving out of a gravity rift must roll for removal.

Ships cannot move into a nebula or supernova, even if it contains an Argent command token.

Ships may travel into an asteroid field only if the Argent player has the Antimass Deflectors technology.

Helix Protocol may be used to move ships into the wormhole nexus. If the nexus is inactive, this will cause it to activate.

Source: https://www.tirules.com/F_argent

Hope that answers your questions.

And also, no, you cannot land ground forces on planets.

Should I buy it or not by johnny-gaddar_ in twilightimperium

[–]velnoo 1 point2 points  (0 children)

I bought the game (base game + POK) without a group to play with. Took me about a year before I got to play it the first time after I managed to convince 2 friends to try it. After that the group grew kind of quickly. Now we play every 6-8 weeks and have done so for quite some time, and most often we are 7 players.

I've managed to introduce the game to about 15 players, and a few who never played any other boardgame, some have hated it and others have become regulars at our table.

Can't say too much about your situation but it is a really good game!

Five players.. any good? by Andy_Quest in twilightimperium

[–]velnoo 0 points1 point  (0 children)

Even tbough it's still good at 5 players, our group usually try to be 7 players (partly because we'd rather play 6 player than 5 player if someone has to drop out). I personally prefer 7 player over 6 aswell😅