Kerrin2 said:
adamwehn said:
Kerrin2 said:
This conversation may be more about the word "broken" than anything else.
The Imperial strategy card does not snap the game in half over its knee, but it does force a fairly prescriptive decision making process when choosing strategy cards.
We just see that as forcing players to be adaptive with their strategy, rather then rigid with their strategy.
Please allow me to try to clarify in my mind where you are coming from with this topic. I will use an example...
If on a given game round I would have liked to pick one of the strategy cards that is not Imperial or Initiative (e.g. my plans would have me picking Warefare, for examaple), but the Imperial or Initiative card is available, then I need to adjust my plans because, really, I almost MUST make those prescriptive picks.
Am I on the right track in understanding the point you are driving at?
You don't have to, there are other ways to achieve your goals without using the Imperial card. You just have to calculate on the fly how to adapt your strategy to what you're trying to do based on what the other players are doing. Not knowing what the public objectives are from the beginning means players have to guess what they will need in order to qualify for public objectives. In the early game it allows players to score points without knowing what they have to do for public objectives. Once a few public objectives have been revealed then you can start making more rigid plans to qualify for them. Imperial is more an early game card to reveal public objectives, about mid game our group starts aiming for public objectives and relying less on Imperial to score points. In my first game I was playing Sol, I started the game with the speaker token, in the first strategy phase I chose Technology to get XRD Transporters. I didn't pick Imperial until game round 3 and 4, by then I qualified for a couple public objectives which brought me to six points, we had to end the game there because the shop was closing. In my second game which was an impromptu let's play game with only three players, by game round 6 or 7 two of us had 8 points and the third player had 7 points. We just cannot see how the Imperial card is a problem when wise players plan to use it as an integral part of their strategy. In my first game where I was Sol, at one point I had to choose if I wanted the Logistics card or another card, I was hurting for command counters so I chose Logistics. In that same game the player to my right had 5 points on round 4, and another player had 2 or 3 points. Considering it was our first game and we weren't playing 100% correctly we were doing well to wind up with a winner on game round 7 or so.