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#1 14-12-2019 14:20

aermet69
Admin
Registered: 10-08-2011
Posts: 1,152

TI4 House rules 2.0

Twilight Imperium 4th Edition House Rules
1.0 Units
1.1 PDS (Active)
-- PDS fires at -1 in space, -2 on adjacent system tiles. It fires normally during invasion combat.
-- PDS cannot fire through wormholes (Hvad med Ghost??)
2.0 Strategy Cards
2.1 Trade (Active, on trial)
-- The primary ability of the Trade strategy card should now say:
    Gain 3 Trade Goods.
    Conduct trades.
    Replenish commodities.
    Choose any number of other players. Those players use (not optional) the secondary ability of this strategy card without spending a command token.
3.0 Rules
3.1 Commodities (Active, on trial)
-- Commodities can ONLY be traded during the primary of the Trade strategy card.
3.2 Distant Suns (Active)
-- We play with the distant suns variant from TI3.
4.0 Victory
4.1 Objectives
-- We play with 4 PS1 and 6 PS2 instead of 5/5.
4.2 Artifacts
-- We play with Artifacts from TI3. When we do this, we play to 11 (or maybe more) points.


In the grim darkness of the far future there is only... N'orr!

"...the stories we’ve told, and plan to tell, of Twilight Imperium." ~CTP, FFG

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#2 14-12-2019 14:21

aermet69
Admin
Registered: 10-08-2011
Posts: 1,152

Re: TI4 House rules 2.0

Jeg ser ingen grund til ikke at bruge dem alle. Kan ikke huske om vi prøvede det med 4/6 objectives sidst, men synes det virker smart så man ikke så nemt kan vinde på 1ere.


In the grim darkness of the far future there is only... N'orr!

"...the stories we’ve told, and plan to tell, of Twilight Imperium." ~CTP, FFG

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#3 14-12-2019 16:47

Benni
Star Player
Registered: 13-08-2011
Posts: 639

Re: TI4 House rules 2.0

aermet69 wrote:

T 3.1 Commodities (Active, on trial)
-- Commodities can ONLY be traded during the primary of the Trade strategy card.

Vil det sige at man ikke kan bytte commoditions i forbindelse med Vote? Er replenish delen ikke begrænsning nok på tradegoods?

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#4 14-12-2019 17:00

aermet69
Admin
Registered: 10-08-2011
Posts: 1,152

Re: TI4 House rules 2.0

Ja. De kan kun byttes i forbindelse med Trade.
Trade Goods kan stadig byttes hele tiden.


In the grim darkness of the far future there is only... N'orr!

"...the stories we’ve told, and plan to tell, of Twilight Imperium." ~CTP, FFG

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#5 15-12-2019 23:51

Lord Manhammer
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From: The Bermuda Triangle
Registered: 16-08-2011
Posts: 757
Website

Re: TI4 House rules 2.0

Eh...

Hvis der er nogen der har en halv time til en time de ikke skal bruge til noget er der grundliggende nogle interessante observationer her:

https://boardgamegeek.com/thread/232375 … t-rolls-te


"Frankie, make him gone..."

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#6 16-12-2019 12:05

Lord Manhammer
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From: The Bermuda Triangle
Registered: 16-08-2011
Posts: 757
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Re: TI4 House rules 2.0

Oi!

Forslag:

Hvis vi gerne vil køre med artifacts og 4/6 objectives synes jeg vi skal køre til 14 points frem for 10.

Det forvrider early game/late game som har en del konsekvenser for nogle racer.

Knuzzer!


"Frankie, make him gone..."

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#7 16-12-2019 12:19

Lord Manhammer
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From: The Bermuda Triangle
Registered: 16-08-2011
Posts: 757
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Re: TI4 House rules 2.0

Og bare lige en ide fra often:

Construction primary:
BLABLABLA

OR

Place your flagship in your homesystem.


"Frankie, make him gone..."

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#8 16-12-2019 13:16

aermet69
Admin
Registered: 10-08-2011
Posts: 1,152

Re: TI4 House rules 2.0

Pt. kører vi med 11 point. Vi snakkede sidst om 14, men det var en søndag og derfor holdt vi os til 11. Hvis der er stemning for det på dagen, kan vi godt gå 14 - men jeg er i tvivl om det er realistisk.

3p for Secrets.
4p for Stage 1, PO.

Så skal du lave 3 stage 2 + 1 artifact... eller skaffe point andetsteds fra, svarende til hvad du ikke laver af stage 2/1/SO.

Spørgsmålet er om det ikke unødigt forlænger spillet / giver for stor fordel til super lategame racer som f.eks. Jol Nar og gør det nærmest umuligt for de små early game racer.

Jeg synes ihvertfald det virkede godt sidst med 11 (som jeg husker det).
Så skal man lave 6 point fra PO1 og SO, samt 2stk PO2 og 1 point fra artifact/andet som en mulig vej til sejr.


In the grim darkness of the far future there is only... N'orr!

"...the stories we’ve told, and plan to tell, of Twilight Imperium." ~CTP, FFG

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#9 16-12-2019 13:23

Lord Manhammer
Propagandaminister
From: The Bermuda Triangle
Registered: 16-08-2011
Posts: 757
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Re: TI4 House rules 2.0

Kompromis?

Man kunne køre til 12 eller 13?


"Frankie, make him gone..."

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#10 16-12-2019 13:49

aermet69
Admin
Registered: 10-08-2011
Posts: 1,152

Re: TI4 House rules 2.0

12 Er klart en mulighed. Tror det blev 11 sidst pga. tid og fordi det var nemt med VP track - man skulle bare ud over kanten.


In the grim darkness of the far future there is only... N'orr!

"...the stories we’ve told, and plan to tell, of Twilight Imperium." ~CTP, FFG

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#11 16-12-2019 19:37

Pelle
Veteran
Registered: 04-11-2013
Posts: 200

Re: TI4 House rules 2.0

Jeg synes 11 fungerede godt sidst, men var my for kort. Så jeg synes I skal prøve 12 og se hvordan det fungerer.


Faith is stronger than Zombies my son.

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#12 16-12-2019 20:32

aermet69
Admin
Registered: 10-08-2011
Posts: 1,152

Re: TI4 House rules 2.0

Enig. Sådan husker jeg det også.

Havde også glemt at tælle med, at man kan lave point på Mecatol.

Lad os prøve 12 point. Måske jeg lige kan bikse en custom point tracker sammen smile


In the grim darkness of the far future there is only... N'orr!

"...the stories we’ve told, and plan to tell, of Twilight Imperium." ~CTP, FFG

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#13 16-12-2019 21:48

Lord Manhammer
Propagandaminister
From: The Bermuda Triangle
Registered: 16-08-2011
Posts: 757
Website

Re: TI4 House rules 2.0

14 lyder bedre... tongue


"Frankie, make him gone..."

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#14 22-12-2019 16:20

Pelle
Veteran
Registered: 04-11-2013
Posts: 200

Re: TI4 House rules 2.0

Hvordan plejer vi at spille xxcha flagship sammen med PDF nerf?


Faith is stronger than Zombies my son.

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#15 22-12-2019 21:29

aermet69
Admin
Registered: 10-08-2011
Posts: 1,152

Re: TI4 House rules 2.0

Rimelig sikker på at Xxcha flagship bare skyder som det gør. Det er et godt flagship.

Altså, får hverken straf for PDS house rule eller bonus for tech. Bare 3x 5ere som det står på kortet.


In the grim darkness of the far future there is only... N'orr!

"...the stories we’ve told, and plan to tell, of Twilight Imperium." ~CTP, FFG

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#16 29-06-2020 16:18

aermet69
Admin
Registered: 10-08-2011
Posts: 1,152

Re: TI4 House rules 2.0

Jeg tænker vi skal prøve RedNaughts:
https://www.reddit.com/r/twilightimperi … e_indepth/

Og selvfølgelig FFGs remakes af X89 og Magen Defense samt Diplomacy 2.0
https://www.fantasyflightgames.com/en/p … h-edition/


In the grim darkness of the far future there is only... N'orr!

"...the stories we’ve told, and plan to tell, of Twilight Imperium." ~CTP, FFG

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#17 01-08-2020 22:01

Lord Manhammer
Propagandaminister
From: The Bermuda Triangle
Registered: 16-08-2011
Posts: 757
Website

Re: TI4 House rules 2.0

Oi!

Har I tjekket Omega Initiative inde under resourcer på FFGs hjemmeside? Skalv i ikke få sleevet og prøvet deres kort???


"Frankie, make him gone..."

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#18 Yesterday 09:38

aermet69
Admin
Registered: 10-08-2011
Posts: 1,152

Re: TI4 House rules 2.0

Jo, det er de samme som tidligere kom ud med X-89 og Magen... der er også kommet lidt ændringer i nogle promisory notes.


In the grim darkness of the far future there is only... N'orr!

"...the stories we’ve told, and plan to tell, of Twilight Imperium." ~CTP, FFG

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#19 Yesterday 09:48

aermet69
Admin
Registered: 10-08-2011
Posts: 1,152

Re: TI4 House rules 2.0

En interessant ting fra unboxing interviewet med Dane, var at han foretrækker at spille til 14 med udvidelsen.


In the grim darkness of the far future there is only... N'orr!

"...the stories we’ve told, and plan to tell, of Twilight Imperium." ~CTP, FFG

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