My/our house rule worth to see...

By Mare Cagiva, in Twilight Imperium 3rd Edition

Hi guys! I I used to sleep on this forum back a few years when me and my friends played 2 games of TI per day :) Ahhh...that was long ago. Few days ago my friend buy brand new Twilight Imperium and he readed rules,we played 2 games already,he connected all the rules (not yet tricks,and good strategyes)...and hes good,for a start.

And after those 2 played games i rememberd some of the House Rules we use in TI (along with expansion)...so here is a list of those ability that we twick:

Mentak

-Replace last Mentak race ability with this: As an action u can spend CC from strategy allocation,and than u may takel 1 TG from up to two different players. Not necesery for those opponenents to have 3 or more TG.

Xxcha

-Race Tech "Diplomats" we only stated that u dont pay your CC to cancel enemy activation of your system.

Sardakk N;orr

-Race Tech "Berserker Genome" Instead of just in a first round of combat that '0' (zero) score a critical (2 hits) we change to do so for every dice that score "0" in every round eather in Space or Invasion combat.

if u ask me,not that powerfull,couse i see people(my opponents) rarely,very rarely score a "0" in entire game.

And ofcourse we also played with House Rule Artifacts : BLUE - Dreadnought have fighter capacity of 1 ; RED - Dreadnought have +1 combat role ; YELLOW - Dreadnought cost redused by 1 ; GREEN - Dreadnought have capacity of 1 GF (stacks with Stasis Capsule and L1Z1X Race Tech).

All this House Rules are tested about hundreds time,couse we played every game with them,and non of those rules are powerfull...its just balancing game,race. We have a great time playing with them...u should try :)

This is cool, thanks for sharing. I especially like the idea of having the artifacts do something in the game aside from the +1 VP.

Along those lines, I wonder if anyone has ever tried doing something similar to Voice of the Council? For example, maybe it's worth +2 influence or maybe a "when a political card is drawn, veto current political agenda and force a new card to be drawn" type of thing.

Mentak: 1 Command Counter is equal to 2 or 3 trade goods, depending on the version of Strategy cards you play with.

I don't see it to be worth it at all then.

Tarnis Phoenix said:

I don't see it to be worth it at all then.

Our group plays with a similar house rule for the Mentak. It's exactly as written above except that the pirated players must still have 3 or more trade goods.

I would agree that one strategy CC is hardly worth 2 trade goods (what you get when you rob 1 from two different players). It's well worth the panic it causes in your opponents, however., especially if there are objectives to spend X trade goods or resources.

Combined with the racial tech, the Mentak can still have a decent income of trade goods to make up for their not-so-stellar trade agreements. It's also nice as a type of pass action. If the Mentak player has used their cruisers to advantage and obtained stasis capsules for rapid expansion, then there should be ample influence to afford the extra CC in strategy.

It is worth if u see someone put aside some resorses and some trade goods (assuming he have exsactly 8 in combination). Than u came and ruin his plans for taking technologi :) Atleast you didnt throw CC away...u can still buy CC later in a game with those trade goods u stole :) You didnt waste nothing,but u waste there's money :)