New players

By Bowoodstock, in Twilight Imperium 3rd Edition

So, I've got a game coming up where 3 brand new players will be introduced to the game for the first time.

While you can't force anyone to like this game, I would like to make this an enjoyable experience, and also reduce a little bit of the brain hurt that can come from the first time playing. As such, I'm going to be using a pre-set map to take out the possibly unfair randomness that comes from standard setup rules, as well as minimal optional rules. So my question is...what should I include? A bare bones game of TI isn't very exciting, and some optional rules do make the game more enjoyable. I do have both expansions and so it's hard to separate out a lot of the new stuff that's been added Thus far I'm thinking of including the following:

All races except for the nekro (They're just difficult to use and promote early aggression)

Mechanized Units (they're not that hard to explain)

Age of empire

Flagship (adds uniqueness to each race, not that hard to implement)

Debating on distant suns tokens, as they add to the suspense of the game. If I do I'm going to use the "Territorial distant suns" rule from shattered empire (Option 12, pg 11) so that players don't get screwed over early on.

Debating racial techs, as while they add uniqueness there are some that are either very finicky or near broken (I'm looking at you L1Z1X)

Finally, and here's the big question...

Which set of strategy cards is more newbie friendly, the original 8 or the new set of 8 from Shattered Empire?

I appreciate any feedback

I agree that most of the optional rules you're considering using are good bets for making a good first impression. Definitely use all the plastic units you have. I've seen the disappointment in a gamer's eye when he's told we won't be using ALL the plastic bits for a new game. It's sad, and definitely not the kind of impression you want to give.

Cardboard "units" like leaders and mercs you can take or leave. I might suggest leaving them to keep the rules as simple as is possible with a behemoth like TI3.

Age of Empire is a good call. Nix racial techs. They can add something for people who like them, but if you have to ask if you want them, you probably don't.

Regarding Distant Suns, I would be inclined to take a vote before the game begins to decide if you'll use them or not (get them sorted in advance for the variant rule just in case.) Newbies don't know any better, but I have some friends who insist on using them come hell or high water. So explain what they add to the game (and the potential risks) to the new players and then vote on whether or not to use them.

As for SCs, I would wholeheartedly recommend the new ones from SE. I don't think either set is particularly more complicated than the other, and the new set goes a long way to making the game more dynamic (and therefore exciting to new players.)

Thanks for the input. Any other rules that people thing would make the game more interesting?