House-rule change to the XXCHA Kingdom

By warpurge, in Twilight Imperium 3rd Edition

In many of our groups first games the Xxcha kingdom race was drawn and played, and in every case not well recieved or liked. They have never come close to winning a game except once when I played them, but i think that was because most of the other players felt sad for me that I drew the race in the first place..lol

So, I have come up with the follow ing changes for the Xxcha kingdom to make them more dynamic and maybe fix them for our group and I would like you to critic my idea as to play balance and over all impression as to how this will effect their game play. Thank you before hand for you input.

1. Add two Ground forces to the starting units

2.Gain Stasis capsules to starting technology

3. During the status phase gain a extra command counter for the strategic command area

The reason for the first two changes is that in every game our group noticed that the Xxcha ahd a very slow start to expand, and in more than one case, since our group plays with domain counter rules, the Xxcha Kingdom had its expansion cut very short. So, we felt that an extra two GF units would help. As for the Stasis capsules tech we had two rhoughts on we didnt wnat to amke any mor changes to the starting units by giving them a extra carrier in place of a cruiser, Instaed we opted to give them the technology and we think of it more as a by product of a reptilian ability to hybernate for long periods, and it seem to give them options as to how to expand early game.

Now the third change came about that in many instances it just wasnt possible for the Xxcha Kingdom to use its special abilities when the opportunities came along, they needed the counters else where more, Since we use the Strategy 2 cards from the expansion, diplomacy just doesnt get picked up alot until it has 2 or 3 bonus counters on it, or someone is desperat to stop or slow an attack, which I did once as the Xxcha.

We played a 5 person game last night and I was allowed to pick the Xxcha to test the rule changes, all eyes was watching how the changes effected the game. On turn one I was able to gain 2 sytems in total would have had 3 but a radiation domain cut short my chance of acquiring it. the extra CC in the strategy area enabled me to knock down two laws that would have heavily favored one player, and the other would have disrupted my tech growth plan's. I still was a little short on the CC's but still felt that the changes made the Xxcha far more playable and enjoyable. The group after the game discussed it and would like to make the changes official, but I will hold off until I here from this forum as to what they think.

Personally I think the Xxcha are fine the way they are, but whatever floats your boat my friend.

warpurge said:

1. Add two Ground forces to the starting units

2.Gain Stasis capsules to starting technology

3. During the status phase gain a extra command counter for the strategic command area

...

Now the third change came about that in many instances it just wasnt possible for the Xxcha Kingdom to use its special abilities when the opportunities came along, they needed the counters else where more, Since we use the Strategy 2 cards from the expansion, diplomacy just doesnt get picked up alot until it has 2 or 3 bonus counters on it, or someone is desperat to stop or slow an attack, which I did once as the Xxcha.

While I can see the reasoning for the first two, I really don't like the third one; giving him an extra CC is not needed. In fact, if nobody picks Diplomacy, it's almost like he IS getting an extra CC in Strategy - because he's not USING his CC to activate the secondary/primary. So I think it balances out. With this rule, it makes them MORE powerful with diplomacy.