Hi all,
Twilight Imperium 3 and Shattered Empire have been out for quite a while now and this topic has been done in dribs and drabs in the past I'm sure. However for the benefit of the new players (myself included although I've got a good number of games under my belt now) I thought I'd open this up to share my opinions and hear from others as to what they use and what they think of the variants. Please note this is only for official variants, not shattered ascension or any other home rules (which whilst great I'm sure, are not what this topic is about). This thread isn't to establish what's right and wrong as the great thing about TI3 is that its so easily tailored to specific gaming groups- but I'm interested to hear what the current opinion is on each variant!
TI3 Variants:
The Long War
Haven't tried this one to be honest, I think the game is long enough with 10 Victory Points. However, this is something I'd like to try in the future once I have the luxury of setting aside a weekend. However as being able to set aside a whole day is something my group and I can only really do once a month I doubt this variant will see much use even if we do like it!
Age of Empire
This is a really good variant for new players to use and I'd recommend that all players use it for their first two or three games. It certainly speeds up the game and makes it easier for new players to work out what to do. However, once they're familiar with the game I'd recommend not using it. Not knowing what objectives are going to come up and trying to take them as they do adds a surprising amount to the game we've found and as such, if we're not playing with new players we don't use it. However, if we do have new players this is automatically chosen.
Distant Suns
There isn't much love for Distant Suns on the internet, however, I have to admit that my gaming group and I love them. Yes, they add time to the game but we always plan our TI games so that time isn't a factor and what time they cost in extra playing hours is more than made up by the fun of settling planets and not quite knowing what you're going to find! Sometimes it can be really beneficial, sometimes not so much and providing you use Territorial Distant Suns, the damage that can be done to you isn't so bad as to knock you out of the game. In my last game I got really screwed by then- the majority of planets had either hostile forces or hostile conditions which did slow my initial expansion- but if anything that can add to your sympathy factor when negotiating deals. I guess it depends on the gaming group but my one would always use this variant in Territorial form.
Leaders
To be fair we've only used this variant once before, in a 3 player game and to be honest we didn't think too much of them. We didn't think they were particularly bad, only that they added a fair bit of complexity without doing much and were fairly easy to forget about. Having said that, that was a while ago and I really want to try them in a larger game. In addition now that we all have the game mechanics understood fairly well I reckon we could probably put the leaders to good use.
Sabotage Runs
Cool for the Star Wars imagery but in practice we've found that the fighters are better kept as ablative wounds and not wasted. We don't use this one.
Shattered Empire Variants
Preset Maps
We use the FFG preset balanced maps for new players as they ensure that new guys aren't disadvantaged from the start and are therefore more likely to enjoy themselves. Once they've comfortable though we like to randomly generate our maps although some of the preset maps on the TI3wiki look like fun.
Variant Strategy Cards
Not much to say here. Easily better than the original ones which were quite ham fisted in their actions. We really like the Bureaucracy card over either Imperial Card as well.
Variant Objectives
Definitely use these as well, they....'encourage' player interaction quite a bit. I'm thinking of removing the duplicates from the original objective set and mixing them in for more variety.
Race Specific Technologies
Some races have better tech than others but only in such a way that it balances the races further. To be honest they add a nice extra to the game and there isn't much reason not to use them!
Artifacts
We really like these and pretty much always use them. The 'right' to explore them often leads to interesting bargains and deals being struck on a political level across the table as well as providing additional focal points on the map. It's surprising how something so simple can add so much to a game but we've found that they really do in our opinion!
Shock Troops/ Facilities
We like both of these. Shock troops are really quite nice without being too complicated and make Hope's End a bit more special when it's in play. They're not overpowered and whilst I've yet to see it happen I imagine it's probably quite handy being able to capture enemy PDS/Space Docks, Facilities we normally forget about so I would normally say 'include them if you want, they don't add that much'. However, since the last game I changed my mind as they really helped players in low resource parts of the galaxy compete later on- to the extent that we actually ran out of facility cards. As such, I reckon we'll probably keep using them as they're not hard to use and you never know if you'll end up needing them.
Space Mines
Haven't used these so can't really form an opinion on them. All I know is they're not well thought of broadly speaking.
The Wormhole Nexus
It's always nice to have an extra system to contest and being able to effectively use an alpha wormhole to come out of a beta wormhole (via mallice) is always good fun. However sometimes it's nice to know that alpha and beta are seperated from each other. We tend to flip a coin to decide whether or not to use the wormhole nexus but to be honest, there's no reason not to include it if you want to.
New Distant Suns Tokens/Territorial Distant Suns/Custodians of Mecatol Rex
Already covered this above, we reckon they're great for the reasons stated.
Tactical Retreats
This is okay I suppose but we usually omit it because there isn't much wrong with the default retreat. I'm not sure what others think though...
Voice of the Council
This is the one that I'm really not sure about either way. We've never ever used it but I am curious to try, however I can't really find much on the internet as to what people think about it. I'm not sure how it would work either...I mean rules wise it seems simple enough but how could you really exploit it? Surely if you're even in contention for top spot people would just vote the victory point away from you? It seems like it would add a lot of discussion time between players without adding much to the game? I'm particularly interested in hearing what people think about this variant.
Anyway, that's me done. Please add your thoughts below!