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Reply: Twilight Imperium (third edition):: Rules:: Re: Overpowered Racial techs and mis-matched strategy cards.

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by Gylthinel

IncrediSteve wrote:

fahbs2000 wrote:

Back to racial techs, I'm thinking more and more to leave them out entirely. Are there any that you think are needed to "complete" a race? They seem entirely overpowered or ignorable.


The Saar will be hurting without their Floating Factories tech. The Ghosts will be underwhelming without their Wormhole placement. The Arborec will be severely handicapped the entire game without Spore Acceleration. Taking Instinct Training from the Xxcha and Non-Euclidean Shielding from the Barony robs them of some flavor.

Agreed.

After playing Chaos in the Old World, I just love the ability to specialize and customize one's race. In my circle, we've made RSTs aquired based on VP rather than cost, so they're much more prevalent. Granted, removing the price from the equation makes some techs better or worse.

You must have an old FAQ. From FAQ 2.5

Quite possible, I have been out of the TI loop for a while. I'll have to look it up, thanks! I'm glad they ruled that way, because that's how I house-ruled once the FAQ came out. I think most FGs are internally balanced well enough without tech beefs.

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