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Reply: Gandhi: The Decolonization of British India, 1917 – 1947:: Rules:: Re: Two questions

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by xionc

I agree that double meaning of the word "one" may be a bit confusing especially for non-native speakers, but I personally did not have a problem with that one (<- random pun).

What troubled me however was the sentence in 3.4.2 March Example: "Revolutionaries pay 1 Resource to select Orissa as a March origin space and plan to move all four Guerillas there." I was wondering why we move pieces to origin space. :)

Reply: Aeon's End: Legacy:: General:: Re: Help, I lost Insight 12! Tell me what you chose... (spoilers)

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by wpflug13

Someone made a website to create your own mages using the Legacy options. You're looking for the options that he has labeled, "End of Chapter 6.". Beware of spoilers if you scroll down too far.

https://magemaker.neocities.org

Reply: Aeon's End: Legacy:: General:: Re: Help, I lost Insight 12! Tell me what you chose... (spoilers)

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by Wretched Git

wpflug13 wrote:

Someone made a website to create your own mages using the Legacy options. You're looking for the options that he has labeled, "End of Chapter 6.". Beware of spoilers if you scroll down too far.

https://magemaker.neocities.org

Thank you, that's perfect -- it lists everything.

Reply: Aeon's End: Legacy:: General:: Re: Help, I lost Insight 12! Tell me what you chose... (spoilers)

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by wpflug13

You're welcome; hope you have more fun with it this time around!

Reply: Eclipse: Second Dawn for the Galaxy:: General:: Re: Playmat has arrived ....

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by Xaqery

Teowulff wrote:

pleppers wrote:

Nothing yet here in the Netherlands. I have a late pledge don't know if that changes anything. Anyone in the Netherlands received the mat already?

Not yet.
How about now?

Thread: Aeon's End: Legacy:: General:: Incredibly frustrated (LONG READ: venting, and spoilers inside regarding most chapters)

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by MrOrruha

Going to get two warnings out of the way immediately:

1. Spoilers abound.
2. This is going to sound like a major whine-fest, which is appropriate, because it is. I'm going to be venting my frustrations, but ultimately will be seeking feedback and suggestions. I have read on these forums frequently that many people found this iteration of Aeon's End to be the easiest of the bunch, and my experience with Legacy has very much been the opposite. Getting through the campaign felt painful at times, and often downright unfun, which defeats the purpose of even playing, as well as causing a bit of resentment on my part for what otherwise is my absolute favorite game.

-----

About the players:
[o]My fiance and I have been playing Aeon's End since I received the first edition Kickstarter, and have played through every iteration since then, including all expansion content, numerous times. This means every nemesis from base, War Eternal, and New Age has been fought multiple times, with varying success (Gate Witch is a monster). Admittedly, very few fights have been done on Increased Difficulty, let alone Extinction Mode. With two mages, our win rate is fairly high.

This experience leads me to believe that we are quite competent players with a firm grasp of the basic game rules.[/o]

About the mages:
[o]My mage:
Starting hand: 4 Crystals, 1 Unique (Gain 2$ that can only be used to gain a gem, and if you have 1 charge or less, gain a charge.
Starting deck: 4 crystals, 1 Spark.
Breach positions: I: Open. II: 3 o'clock. III: 6 o'clock. IV: 3 o'clock.
Equipment 1: When you open any player's breach, you may destroy a card in your hand or discard pile.
Equipment 2: Once per turn when you focus or open a breach, deal 2 damage.
Ability: Gravehold gains 5 life, and if you have 4 or less life, gain 2 life.

I built my mage around the concept of early economy, as well as supporting, through high Aether generation to deal with Powers, as well as frequently charging up to mitigate both Gravehold and player damage. Note: I do feel I made my mage too much of a support, and this caused us to not have enough frequent damage to deal with how many Minions the campaign threw our way, or to deal enough damage to the Nemesis.[/o]

[o]Her mage:
Starting hand: 3 Crystals, 1 Spark, 1 Unique (Cast: Deal 1 damage. Gain 1$ that can only be used to gain a spell, and you gain 1$.
Starting deck: 3 Crystals, 2 Sparks
Breach positions: I: Open. II: 9 o'clock. III: 9 o'clock. IV: 6 o'clock.
Equipment 1: When you cast two or more spells during your casting phase, gain 1$.
Equipment 2: Sparks you cast deal 1 additional damage.
Ability: Cast all of your prepped spells that cost 4$ or less. Each of those spells deals 1 additional damage, and you deal 3 damage to a minion.

She built around being the offensive mage, dealing with minions and ultimately laying most of the hurt into the nemesis. However, her ability to get many spells early was crippled in Chapter 5, and this impacted her offensive strategy.[/o]

With that backstory, we now get into the meat of the whine-fest: how Legacy gave us immense trouble, resulting in an eight month hiatus before returning to slog through the end of the campaign. Because of that hiatus, my memory will be fuzzy on exact details for the first five chapters, but I will be referencing card text often where necessary.

Chapters 1-3:
[o]The Maelstrom fight was obviously very cool thematically, and obviously very easily won. The Bladius fight was similarly easily won, if not the most interesting mechanically. I really enjoyed the Spawning Horror fight, and am very much looking forward to fighting him in the normal game sometime. That said, we again won during the first fight.[/o]

Chapter 4:
[o]I don't remember the Fungal Mesh fight whatsoever, or even the outcome. I had been dutiful about recording the first three chapters conclusions on the back of the rule book (all wins), but there are blank spaces in every chapter following that. I can only assume we lost twice and then moved on.[/o]

Chapter 5:
[o]While again, I don't remember exact details of the Haze Fiend fight (other than losing), I do know that I found it to be absolute bullshit that so many of our crystals were flawed by the end of it. My mage had three of my eight flawed, and she had five of her six flawed. If you look at our mage mats (especially hers), you can see how devastating this would be for future chapters.[/o]

Chapter 6:
[o]And now we have caught up with the current day. I don't recall our first fight against Deathmind, because it happened eight months ago - this is the point where we quit out of frustration. After playing through New Age several times and using its content across the other base games, we decided to return to - and hopefully finish - our Legacy campaign.

We got stomped in our second fight against Deathmind. It wasn't even close - very little damage to the Nemesis, while also being unable to keep the bridges intact.

Supply:
[o]Gems:
Soothing Torporene (3): Gain 2$ or Silence a minion.
Conductive Grit (3): Gain 2$. Gain 1 pulse token. Or you may lose 1 pulse token. If you do, gain 3$.
Gilded Marble (6): Gain 3$.
Relics:
Geophage (3): Gain 1$. You may destroy a gem in hand.
Infernal Mirror (5): Any ally gains 1 charge. Any player gains 2 pulse tokens. If you do, cast any player's prepped spell. That spell deals 1 additional damage.
Spells:
Force Transfusion (4): Cast: Deal 3 damage. If you have 3 or more charges, gain 1 charge.
Breach Communion (4): While prepped, once per turn during your main phase you may gain 1 pulse token. Cast: Deal 2 damage. You may lose 2 pulse tokens. If you do, deal 3 additional damage.
Arcane Salvo (5): While prepped, once per turn during your main phase you may place a relic you played this turn or a relic in your discard pile on top of your deck. Cast: Deal 4 damage.
Breach Collision (7): When you gain this, you may place it on top of any player's discard pile. Cast: Deal 5 damage. Gravehold gains 1 life.[/o]

Basic Nemesis cards (this will apply to all remaining chapters):
[o](1: Minion; Evolved) Skybound Leviathan (9 Health): Persistent: Gravehold suffers 2 damage. Any player discards a card in hand.
-----
Came out early and killed our tempo for awhile. 9 Health is a lot to chew through early on. And worse when numerous minions are in play (more on this later). Also, Gravehold damage was something we couldn't keep up with, but we lost because of player damage.

(1: Minion; Evolved) Spine Reaper (4 Shields, 2 Health): Persistent: Unleash. Any player suffers 2 damage.
-----
I HATE Shield minions. I dreaded seeing Cauterizer in base Aeon's End, and now it feels like 75% of the minions have Shields. This is, in my opinion, one of the worst Minions to fight, and although he is evolved, he should not be in Tier 1. Early on, it is difficult to hit a single minion with 5-6 spells, and there was never just one in play. The idea of having time/spells to strike the Nemesis became laughable. Oh, and he was Unleashing every turn he was still alive. Hate hate hate this minion.

(2: Minion; Unevolved) Humming Hive (2 Shields, 7 Health): Persistent: Any player suffers 2 damage. Evolve.
-----
Do not like this one for the same reasons as Spine Reaper, but we were able to deal with it more easily due to less Shields, stronger spells to chunk through the higher Health, and no Unleash effect. Still just unfun to see come into play.[/o]

Nemesis-specific cards:
[o](1: Attack) Mind Feast: Gravehold suffers 4 damage. Unleash until Sever Link has one power token.
-----
With our awful luck, this came out within the first turn, and set the precedent for how the rest of the fight was going to go.

(2: Minion) Cortex Jailer (X Shields, 4 Health): Immediately: This minion gains one shield token for each Bridge token in play. Persistent: The player with the lowest life suffers 2 damage.
-----
You either let the Bridges fall to a low quantity intentionally to mitigate this (or unintentionally, as Sever Link and frequent Unleashes will do this for you whether you like it or not), or have to deal with a ton of Shields. [/o]
And there's nothing else, because we didn't make it past Tier 2. Player damage from the aforementioned minions became too much, and Gravehold wasn't sitting pretty by the end either.[/o]

Chapter 7:
[o]I like the idea of the Maelstrom: Risen fight - I would have liked the fight itself had we the unbroken Crystals to get enough spells to deal with the too-often board state of 6-10 minions on the board. It was almost laughable how completely we were destroyed. Gravehold was reduced to half health before we got into Tier 2, and our mages were pretty hurt as well. Oh, and Shielded Beacons - how lovely. We did make it to Tier 3 on the second fight, but lost when he got all his Beacons out.

Supply:
[o]Gems:
Soothing Torporene (3): Gain 2$ or Silence a minion.
Conductive Grit (3): Gain 2$. Gain 1 pulse token. Or you may lose 1 pulse token. If you do, gain 3$.
Gilded Marble (6): Gain 3$.
Relics:
Geophage (3): Gain 1$. You may destroy a gem in hand.
Infernal Mirror (5): Any ally gains 1 charge. Any player gains 2 pulse tokens. If you do, cast any player's prepped spell. That spell deals 1 additional damage.
Spells:
Sparking Siphon (3): When you gain this, gain 2 pulse tokens. Cast: Deal 2 damage. You may lose 1 pulse token. If you do, any player gains 1 life.
Breach Communion (4): While prepped, once per turn during your main phase you may gain 1 pulse token. Cast: Deal 2 damage. You may lose 2 pulse tokens. If you do, deal 3 additional damage.
Bending Beam (5): Cast: Deal 2 damage. If this spell was cast from an opened III breach, deal 3 additional damage.
Pyro Geist (6): When you prep this, deal 1 damage. Cast: Deal 1 damage. Deal 2 damage. (Effects that modify damage affect both instances of damage this spell deals when cast).[/o]

Basic Nemesis cards (this will apply to all remaining chapters):
[o](1: Minion; Evolved) Skybound Leviathan (9 Health): Persistent: Gravehold suffers 2 damage. Any player discards a card in hand.
-----
Came out early and killed our tempo for awhile. 9 Health is a lot to chew through early on. And worse when numerous minions are in play (more on this later). Also, Gravehold damage was something we couldn't keep up with, but we lost because of player damage.

(1: Minion; Evolved) Spine Reaper (4 Shields, 2 Health): Persistent: Unleash. Any player suffers 2 damage.
-----
I HATE Shield minions. I dreaded seeing Cauterizer in base Aeon's End, and now it feels like 75% of the minions have Shields. This is, in my opinion, one of the worst Minions to fight, and although he is evolved, he should not be in Tier 1. Early on, it is difficult to hit a single minion with 5-6 spells, and there was never just one in play. The idea of having time/spells to strike the Nemesis became laughable. Oh, and he was Unleashing every turn he was still alive. Hate hate hate this minion.

(2: Minion; Unevolved) Humming Hive (2 Shields, 7 Health): Persistent: Any player suffers 2 damage. Evolve.
-----
Do not like this one for the same reasons as Spine Reaper, but we were able to deal with it more easily due to less Shields, stronger spells to chunk through the higher Health, and no Unleash effect. Still just unfun to see come into play.

(3: Minion; Evolved) Maddening Eidolon (4 Shields, 7 Health): Persistent: Unleash twice.
-----
Oh, look, more Shields. This guy resulted in one board state that had two regular Minions and all ten Beacons. Game over.

(3: Attack; Evolved) Sacrifice: Unleash 4 times. Or, Gravehold suffers 4 damage and any player suffers 4 damage.
----
This was a death sentence. We either lost immediately due to too many Beacons, or let one of our mages fall to the player damage (and at this point, Gravehold was very much in single-digits of health).[/o]

Nemesis-specific cards:
[o](1: Minion) Whipping Vines (7 Health): Persistent: If this is the Assault turn, any player suffers 2 damage. Otherwise, Unleash.
-----
Not a fun Minion - at least he doesn't have Shields! Still, we had to deal with him quickly, which meant that the Beacons got out of hand. This resulted in us losing later, as there were just too many Beacons in combination with the Basic Minions.[/o][/o]

Chapter 8:
[o]Although we were emotionally drained by how the last several fights had gone, we were delighted to find out that there was a final chapter hidden underneath the insert. The fight being against Xaxos himself was even more delightful - we had been making fun of Xaxos through the entire campaign for acting too much like that one guy who gets waaaay too drunk at a party and starts making everyone uncomfortable.

I am so looking forward to fighting Xaxos in the basic game. I love the mechanics of him having his own spell deck and breaches to prep to, and having a means of dealing with his prepped spells (even if it is in no way cheap to do so).

Anyway, we lost the first fight, but managed to just scrape a victory together on the second - although, it was a fairly hollow one, as we cheated slightly: we gave ourselves BOTH benefits of Insight 13 (add +1 damage to your third breach, OR lower the cost of your ability to 5 charges instead of 6.

Supply:
[o]Gems:
Soothing Torporene (3): Gain 2$ or Silence a minion.
Conductive Grit (3): Gain 2$. Gain 1 pulse token. Or you may lose 1 pulse token. If you do, gain 3$.
Arcing Silicate (4): Gain 2$. Gain 1 pulse token. You may lose any number of pulse tokens. Deal damage equal to the number of pulse tokens lost this way.
Relics:
Geophage (3): Gain 1$. You may destroy a gem in hand.
Adrenal Batteries (7): Gain 2 pulse tokens. You may lose 4 pulse tokens. If you do, open any player's closed breach. Then, gain a spell from any supply pile that costs 5$ or less and prep that spell to any player's opened breach.
Spells:
Sparking Siphon (3): When you gain this, gain 2 pulse tokens. Cast: Deal 2 damage. You may lose 1 pulse token. If you do, any player gains 1 life.
Breach Communion (4): While prepped, once per turn during your main phase you may gain 1 pulse token. Cast: Deal 2 damage. You may lose 2 pulse tokens. If you do, deal 3 additional damage.
Bending Beam (5): Cast: Deal 2 damage. If this spell was cast from an opened III breach, deal 3 additional damage.
Pyro Geist (6): When you prep this, deal 1 damage. Cast: Deal 1 damage. Deal 2 damage. (Effects that modify damage affect both instances of damage this spell deals when cast).[/o]

Basic Nemesis cards (this will apply to all remaining chapters):
[o](1: Minion; Evolved) Skybound Leviathan (9 Health): Persistent: Gravehold suffers 2 damage. Any player discards a card in hand.
-----
Came out early and killed our tempo for awhile. 9 Health is a lot to chew through early on. And worse when numerous minions are in play.

(1: Minion; Evolved) Spine Reaper (4 Shields, 2 Health): Persistent: Unleash. Any player suffers 2 damage.
-----
I HATE Shield minions. I dreaded seeing Cauterizer in base Aeon's End, and now it feels like 75% of the minions have Shields. This is, in my opinion, one of the worst Minions to fight, and although he is evolved, he should not be in Tier 1. Early on, it is difficult to hit a single minion with 5-6 spells, and there was never just one in play. Oh, and he was Unleashing every turn he was still alive. Hate hate hate this minion.

(2: Minion; Unevolved) Humming Hive (2 Shields, 7 Health): Persistent: Any player suffers 2 damage. Evolve.
-----
Do not like this one for the same reasons as Spine Reaper, but we were able to deal with it more easily due to less Shields, stronger spells to chunk through the higher Health, and no Unleash effect. Still just unfun to see come into play.


(3: Attack; Evolved) Sacrifice: Unleash 4 times. Or, Gravehold suffers 4 damage and any player suffers 4 damage.
-----
Her Mage fells to this, and Gravehold got beaten within an inch of its life. Barely was able to come back with Malestar's Gift.[/o]

Nemesis-specific cards:
[o]There were only two cards that almost lost the game for us:
(3: Power) Final Form: To discard: Spend 10$. Power 2: Xaxos: Ascended Concentrates 4 times. Shuffle Xasos; Ascended's spell deck.
-----
This went off, because even with my economy-driven character, I had to pour every resource into focusing breaches for extra damage on the Nemesis, and purchasing new spells to kill said-Nemesis. He had a game-ending set of spells prepped to his breaches by the end, and it was only Turn Order draw luck that enabled our victory.

(3: Minion) Prelatus of Death (24 Health): Persistent: Xaxos: Ascended Concentrates. Cast the top card of the spell deck.
-----
Yeah, there was no way we were fighting this thing when it was the first card to come out in Tier 3. He got off one cast, but we were able to chain-Silence him to enable continuous damage on Xaxos.[/o]

Again, victory aside, I really did enjoy this fight very much. I'm eager to fight him again in the basic game with normal mages[/o]

Final thoughts:
[o]Firstly, if you managed to read through everything I posted, thank you for taking the time to do so. I understand that 90% of this incredibly long post has been exclusively for helping me vent my frustrations. It did feel a bit good to type everything out, and I am actually eager to hear feed back.

I'm convinced my "support" mage may very well have been built to be under-tuned for the Minion-heavy board state the campaign so frequently threw at us. Her mage was severely crippled from Chapter 5 on due to all of the flawed Crystals, but we did try to set up around it. I have no idea what strategies others were employing to make Legacy feel like it had the easiest set of Nemesis or the strongest mages in the game. From Chapter 4-5 onward, it never felt like that to us.

I do have a Reset Pack (in addition to having two unused mage playmats, with which I can try to salvage another campaign from without breaking into the Reset Pack), but after the slaughter of the final few chapters, I have a lot of reservations about going back through the campaign. At least, not without first understanding what could make future play experiences more enjoyable.

Thoughts?[/o]

Reply: Myth:: General:: Re: Official rules 2.0

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by steprov

I also have them saved off


I think I even have them printed out as I studio printed the cards a year before they sent the 2.0 stuff

Reply: Aeon's End: The New Age:: Rules:: Re: Echo clarification

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by imchrisco

Thx a lot! as far as i know it is not discarded - there is other breach attachment which is but it is mentioned on the card. That makes a pretty powerful combination :)

Reply: Gandhi: The Decolonization of British India, 1917 – 1947:: Rules:: Re: Some dubdt

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by cowen897

1) a strike in a railway prevents sweep but don't prevent garrison

a strike prohibits the Raj from using a railroad. Since sweep only allows you to use an adjacent railroad, you would only be using one for that action. A strike on the railroad would mean you wouldn't be able to use it, however, you can still sweep the old fashion way of "walking" into the adjacent area.



2) if Raj want remove a state, if there are in the state Active Activists, i can previously put them in jail with Sweep + Treaty, and then, when no activist are there, use Govern for Buy Imperialism. So two action + special. Very hard. And there isn't other way for Raj. It's mean that in the game i can use IMPERIALISM to remove a islamic state even if non active activist are present. But if there are active activist, also Congress Active Activist, i have before to incarcerate them. Correct?

The Raj also have the assault operation that jails activists. This is a much more efficient way of rounding up the activists if you have both troops and sepoys in the area(you then remove 1 activist per cube rather than every 2 cubes if you only have sepoys. Moving the troops, assaulting, and governing do take good timing and a few turns to pull off. However, remember the activists are in the same position. They also need to build up their numbers, place a protest via civil disobedience, and then increase opposition through non-cooperation. Once the protest marker is place, all the activists are now for the taking and the Raj need to be ready to crush them.

You are correct about removing the Muslim State marker. There can not be any active activists (neither INC or Muslim league).



3) If Congress want to place a protest marker in a space, he can use Civil disobbedience, and the only pre requisite he need is to have at least one activist in the city. Very easy.

Correct. Remember you are limited to the number of protests you can place by the current restraint number. You can also place an extra protest marker above the restraint number by placing one in the space with Gandhi.



4) the only two way to add activist in a space with raj control, is rally with Gandhi in the sapce (congress) or base in the space (Muslim), OR use demostrate correct? But for the muslim is possible to add base only in a sapce without Raj control (3.3.1.). So basically the Muslim can't never deploy in a space with raj control, and congress only if Gandhi is there. Correct?

You can place activists in any area that is not at support (therefore either neutral or at opposition. You can also place at protest locations. To get around these limitations, the INC can place wherever Gandhi is and the Muslim League can place wherever a base is located



5)Demostrate for congress permit to take the same number of muslim activist with hims, 1 for 1. But the same action for muslim, don't permit the same. Correct? And why in the rule book don't explain nothing about how the "accompany 1 for 1" works?

You are correct. The INC can drag the Muslim League with them for demonstration. The Muslim League is not so fortunate. Remember that the INC player control if and how many Muslim League pieces join in the demonstration.

The reason behind this imbalance of abilities is probably historical as the Muslim movement was interested in ending Raj rule and thus allied with the INC in this regard. However the Muslim league had their own priorities.

Reply: Aeon's End: Legacy:: General:: Re: Chapter Three Spoilers General Discussion Thread

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by ronhatch

jsdougan wrote:

If there are similar threads for chapters 1 & 2, I haven't managed to find them.

From what I remember, they weren't as popular... so ended up getting buried a lot farther back in the history.

In any case, I was able to find them easily by looking through my subscription history. I basically subscribed to all of them at the same time, which has the side effect of making the block stand out. :)

Chapter One Spoilers General Discussion Thread
Chapter Two Spoilers General Discussion Thread

Reply: Inis: Seasons of Inis:: Rules:: Re: Epic tale confusion

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by Owen134866

Zavtibi7 wrote:

Actually it is in the rules, that "The Geis Triskel card, which ignores an Action card effect, can be played only after
the current player has fully declared his action
(which clan he is targeting, which territory he is
moving from, etc.)." so there cannot be info leak with this situation, that is why until the Geis gets played, we always wait a few seconds after declaring our action.


The difference with the 'Scouts and Spies' card is that the player does not choose where to move until after they have looked at another player's action cards (which could determine where they go).

--> Player A plays the 'Scouts and Spies' card and looks at player B's action cards
--> Based on that, he decides to then move into a territory with player C
--> Player C plays Geis to cancel it, since now the full action has been declared

However, there has been the 'information leakage' as although the card was cancelled, player A now knows player B's action cards.

Thread: Aeon's End: The New Age:: Rules:: Sparkling Meteorite

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by thiefofalways

Hi all.

Sparkling meteorite says 'Gain 3 that can only be used to focus or open a breach'

Does it have to be Sahala's breach or just 'a' breach?

Thread: Aeon's End:: Variants:: Role them bones or grab that sack variants...

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by Mixo

I loooooooove this game, currently playing solo through the New Age and I am having a blast - thanks to everyone having made this possible!

...there is one thing I dislike about the game, and that is shuffling six player order cards again and again and again and again and again and again and again (you get it)

So, I tossed a couple of coloured cubes into a bag and drew the cubes from the bag to determine player order, better than shuffling cards, but still too many grabs and refills regarding the bag.

So, I decided to just roll them bones and whichever bone turned up to be the most distant from my position was to go next. I can tell you, rolling those bones, praying to whatever diety is appropriate to you/in the game and hoping for a good result is waaaay better than drawing cards. Just remove the cube in front and do the next roll without and you will have a fun player order determination tool...

Reply: Aeon's End: The New Age:: Rules:: Re: Sparkling Meteorite

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by Mixo

just „a“ breach or just any breach you‘d like

Reply: Kanban EV:: Crowdfunding:: Re: German version

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by ricks

Thanks for your interest Bjorn and thanks for spreading the word.

Rick

Reply: Kanban: Driver's Edition:: Rules:: Re: 2 player movement

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by Nate Dorward

Chango wrote:


In two players sessions, always act as if each meeple occupy both spaces per station (preventing timing misunderstandings).


I think there's a misunderstanding here. Two players are free to occupy the two stations in a department, just as in the 3 player or 4 player game.

However, NEITHER player may move to the department where Sandra currently is. (But Sandra's movements are not restricted.)

That's the only movement restriction that varies between 2-player and 3/4-player games.

Reply: Kanban EV:: Crowdfunding:: Re: German version

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by ricks

Jarek85 wrote:

How about Polish version?, did Hobbity contact with you about that?

We will be meeting with Hobbity at Essen next month. I think there is a very good chance that this topic will come up. More to follow after Essen. Thanks for your interest -- Rick

Review: Twilight Imperium (Fourth Edition):: Twilight Imperium 4th edition review

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by Embir

Photo from my first game of 4th edition where my red fleet of Yin Brotherhood won over other galactic rivals


Twilight Imperium.

Game that was “tormenting” me for so many years. And by “tormenting” I mean by not being able to play it as much as I would like to.
I still got my copy of 3rd edition – bought it in 2013 and since then I was able to play this game around 15 times.
I really like this game, I really do – but the problem was always to find the same individuals as me, who would be willing to regularly play this game and find whole day to spend fighting for galactic domination on kitchen table.

Thus I was alone with my copy of Twilight Imperium, having some lucky day from time to time when I finally could play this awesome game with willing players.

One can say I wasn’t able to fully experience 3rd edition – it was game with depth and intricate strategies, difficulty magnified by randomness and unpredictability, provided by game mechanics.
I guess even 20 or 30 games wouldn’t be enough to really solve out how to play it properly, especially given the fact how much interaction takes place between players.

So the news about new edition hit me in 2017, but I wasn’t especially excited. In those days I was thinking that if I would buy this game it ultimately would share the same fate as my 3rd edition - expensive and great product, that would barely get played. So at the day it was published I opted out of buying this.

Fast forward into 2019. About month ago one of my gaming buddies invited me for a Twilight Imperium 4th edition game – it was impulse buy for him, if one can say such a thing about game that costs well over 100 $. To prepare for a game I downloaded rulebook and started to delve into new set of rules. At first I thought the changes are minimal and gladly noticed that my experience from 3rd edition is enough to confidently participate in game of new edition.
To my surprise things that looked like a small changes in practice made Twilight Imperium a LOT better game. Straightforward tech development, reworked strategy cards, new ways of trading goods between players, refined action and political decks – all of those things looked like a small changes yet in practice dramatically improved overall gameplay.

After first game I immediately got hooked. New edition is great and I knew I will have to buy it. But one problem with this game stayed the same – you need at least 2 other people (preferably 5) willing to spend the entire day playing this tremendous strategy. Luckily for me I found two groups of players and as I am writing this words I am already after 2 games of 4th edition and already booked coming Friday’s evening for another session.

So, is this game worth having? In my opinion - yes. It is one of the best thematic games I have ever played. You don’t have to win this game to have a good time, even losing brings smile to your face. Each game of Twilight Imperium brings great space opera stories, full of betrayals, conflicts, epic space battles, laughs and great fun.
But to enjoy all of that you must be sure that you will have a group of players, otherwise this game will “torment” you in the same way 3rd edition “tormented” me for years.

Reply: Aeon's End:: Variants:: Re: Role them bones or grab that sack variants...

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by cajuntechie

On the first Aeon's End we got tired of that, so we marked poker chips with player numbers and use them in a bag so we don't have to shuffle those cards all the time.

Reply: Aeon's End: Legacy:: General:: Re: Incredibly frustrated (LONG READ: venting, and spoilers inside regarding most chapters)

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by ronhatch

I do think that the biggest problem with Legacy is that two of the mechanics in it can make things worse for players that have been having a hard time already... which can be either due to inexperience or just some seriously bad luck at exactly the wrong time.

The two mechanics are probably obvious to anyone that has run across them, but hidden in a spoiler tag for anyone that hasn't played chapter 5 yet:
[o]Evolved cards and flawed crystals both tend to push the difficulty towards either absurdly hard or absurdly easy, depending on how often they got triggered. Flawed crystals also have the side effect of being a lot harder to deal with when you have fewer players.[/o]
One thing stood out to me in your comments about chapter 6:
[o]I was absolutely shocked to see the Gilded Marble still in your supply. I mean, looking at my notes, I see that there hasn't been any other 6-cost gem to replace it... and obviously your character can buy one on the first turn. (And looking at my play logs, I see that we kept it around through chapter 5.) Still, that's not good value. I'd rather start out with the Refined Lumenium available after chapter 4 (Cost 5. Gain 2$. Any ally draws a card.)

And at the end of chapter 6:
[o]Fulmite Slab is a straight-up upgrade over the Gilded Marble, since you can always use it to get 3$... but can also get less and store pulse tokens for more money on a later turn. (Cost 6. Gain 1$. Gain 2 pulse tokens. Until the end of the turn, you may lose 1 pulse token to gain 1$ any number of times.) That's even without considering other sources of pulse tokens.[/o]
Also, I'm wondering if you're following the supply rules correctly. You didn't have any cards from chapter 4 in your supply for chapter 6, but one came in for chapter 7... with only one card from chapter 6. Which could be correct if the supply you listed was for the second fight, since you can pull back in any banished card after a loss. But if that's the case, why in the world would you replace an overpowered card from chapter 6 instead of a starting card?

The fact that your setup for chapter 6 didn't have any cards from chapter 4 also makes me think that your selections aren't as much of an upgrade over the cards you're replacing as they could be. The later cards are consistently better.

I don't want to sound too critical, since the bottom line is that you didn't have fun and that sucks. I would kind of like to understand what happened there, though.[/o]
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