Preset Map and Creuss

By ErebusDL, in Twilight Imperium 3rd Edition

I'm trying to plan an 8 player game this Saturday, and in attempt to speed up play I want to use one of the preset maps variants found in the support section. The one in particular I found interesting was the multiple galaxy setup. However I'm wondering if I should remove the Ghost of Creuss as a possible race in this game.

This decision is based on the Creuss third racial ability "Other players may not use "A" or "B" Wormholes to travel into a system you control" allow them to lock down Mecatol Rex galaxy from the rest of the players.

I really like the race, but they seem overpowered in the variant map I'm using in this game.

Thoughts? Suggestions?

I would agree that the Creuss should not be used on that map. Obviously it wasn't designed with them in mind, since it was made before Shards.

Alternatively, you could try to use the C wormholes to build at least one bridge between each galaxy that cannot be blockaded in this manner. You may need some proxy C-wormholes, though.

I actually just did this last weekend. We house ruled that they could not use their ability to lock any wormholes in the "center" galaxy. This still allowed them to lock out their side of the galaxy, but prevented them from rushing the center and gobliing up a bunch of free planets. We also played with the wormhole Nexus, and they could lock that up (basicly a free planet for them if their in the game). However removing them from the game is probably better, unless a player is very interested in playing them.

but the creuss was built with all the previous game in mind :)

if it buggs you. i suggest make a path on the wormhole side of say 2 or 3 spaces that are empty systems

then place place wormholes in several of them or connect the two maps with several empty systems.

so its either harder for the creuss to block all entrances with the special ability or. impossible.

maybe not perfect ideas, but perhaps on the right track