My group experimented with different variants. We played that it was worth only one point and we tried it worth 2 points until the stage II objectives were revealed, at which point it was worth only 1. My group disagreed on how to use this and the game was eventually shelved.
The infamous Imperial Strategy Card |
Recently, my son (23) and his group wanted
to play and we played with the original rules and his group's reaction
was pretty much the same, so we took to the task of doing additional
research. Of all the variants we came across, we decided to use the one
put out by FFG and the how the card (I think) is used with the
expansion.
Basically, a player gets one point for Mecatol Rex (making that even more important) and can qualify for any number of public objectives that turn (using the optional rule that the game is played with the objectives exposed, which we've liked the last several times we've played). Or, the player can chose to conduct a "free" build while not allowing others to do so.
I must admit that I really enjoyed the game. It seemed to me there was much more strategy and that we got to do more toward achieving the objectives. In fact, one time I picked the ISC card I chose the rapid mobilization option instead of the objectives option, although I realized after that turn I could have won the game had I been able to qualify for several objectives. But then again, if I hadn't of built, I could have been invaded and lost a few of those objectives, so who the heck knows.
Basically, a player gets one point for Mecatol Rex (making that even more important) and can qualify for any number of public objectives that turn (using the optional rule that the game is played with the objectives exposed, which we've liked the last several times we've played). Or, the player can chose to conduct a "free" build while not allowing others to do so.
I must admit that I really enjoyed the game. It seemed to me there was much more strategy and that we got to do more toward achieving the objectives. In fact, one time I picked the ISC card I chose the rapid mobilization option instead of the objectives option, although I realized after that turn I could have won the game had I been able to qualify for several objectives. But then again, if I hadn't of built, I could have been invaded and lost a few of those objectives, so who the heck knows.
Toward the end of the game. I played blue and had the "Universities of Jol-Nar." |
Federation of Sol (red) garrisoning Mecatol Rex |
Federation of Sol "Race Card," giving them what we call the special "breeding" ability |
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