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== The Setting == Enter the space operaist space opera that ever was; a galaxy torn apart for decades after the old, million years-old Empire was torn to shreds via civil war with all known space dominated by warring races which players take the roles of. Conquer planets, build ships, make mercantile alliances, research world-killing weapons, and legislate your opponents to death with intergalactic politics. Twilight Imperium is basically a 4X space conquest game (Master of Orion, etc) in boardgame format: It comes with a randomized Settlers of Catan-style tile system to create a board, and a variety of game mechanics that make each turn new and different. The game's races are memorably unique, ranging from bipedal feline merchant princes to murderous post-human cyborgs to conniving space goblins who like to play James Bond. The objective of the game is to accumulate victory points by accomplishing objectives. The objectives range from developing technologies and controlling planets, to fucking your enemy's fleets and home systems. Objectives are revealed steadily throughout the game and each player starts with a a special secret objective. This King of the Hill-style objective sits at the center of each star map, and players are given the mandate to win by any means necessary (supplemented by secret objectives for each player, random events, and legislative votes). There is also a huge deck of 'intrigue cards' which essentially provide players with asymmetrical solutions to problems that they can't or won't solve with brute force by letting them lay down all kinds of random events, advantages for themselves, or disadvantages for their opponents. These also serve to add some character to the background of the story; planetary uprisings, religious fanatics and agents sabotaging the opposition. Gameplay-wise, the game behaves similarly to Fantasy Flight's Game of Thrones boardgame: metagame and the behavior of the participants (singularly and collectively) has a huge impact on shaping each individual gameplay experience. This effects everything from the disposition of the star map (players take turns placing tiles, so each one has some influence on the game board) to how regularly military conflict occurs. The game also recommends randomizing race selection. All of this contributes to each group of gamers giving the game a very unique feel: an aggressive group might mean a lot of military conflict and relatively static alliances enforced by said conflict, while a more Machiavellian group might make the game a cold war of intrigue and vote-counting on passing galactic laws or trade agreements. On top of this, each race has its own unique specialty, further differentiating each player's strategy, and even further, each player chooses what is essentially a 'policy card' each turn that provides a benefit to a certain type of action. In short, there's a lot of emergent complexity, and it makes Twilight Imperium a game with a huge amount of depth and replayability. The full rulebook is available [http://www.fantasyflightgames.com/ffg_content/Twilight%20Imperium%203/ti3rules.pdf from Fantasy Flight Games] A brief note: the Imperial strategy (which gives Victory Points to the player who takes it) can be very decisive in 'new' groups that aren't familiar with the game. If you find your games are ending too quickly because of Imperial spam, an easy fix is to have it grant only one Victory Point each time it's taken. If you like shorter games and want to be done at a reasonable hour, it's fine the way that it is. Another note: Twilight Imperium (like many Fantasy Flight strategy games) is the sort of game that it takes a couple of runs with to 'break in' a group of new players. The first two or three games (at least) are usually a learning process, and shouldn't really be taken as representative of the game's mechanics or balance. It's sometimes informative to run through a full game turn or two, just to let new players get the hang of what all the mechanics do, and then rewind and start over once everyone knows what they're doing. A lot of strategic decisions made in the first turn or two have very important consequences and it puts new players at a handicap if they have no idea which way is up while they're making decisions. Which strategies to pick, which technologies to get, how to vote on laws, who to trade with, how to balance logistics versus movement, how to conquer planets (and which ones are good for conquering) and move your spaceships around, how to deal with an angry military neighbor that wants to steamroll you... it can be a lot to take in. Don't be a dick, let people figure out what they're doing before you lay on the misdirection and political scheming. Nobody wants to sit around for a few hours getting their ass handed to them because they set up poorly in the first couple of turns. Being nice about it is the key to cultivating a group of repeat players. There also is a [http://www.vassalengine.org/wiki/Module:Twilight_Imperium_(third_Edition) Twilight Imperium] module for [[VASSAL Game Engine|playing online]] if you're not up for paying 100 Β£ for the physical copy.
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