Post by vladdswrath on Nov 29, 2006 18:28:19 GMT -5
When you open your copy of TI3: SE, one of the first things you will notice is a mind-boggling amount of cardboard, which almost rivals the amount found in the base game of Twilight Imperium. One thing that will immediately stand out from the multitude of exciting components will be the new system tiles.
Twenty-eight new system tiles are included in TI3: SE. The systems not only allow players to make a larger galaxy, but also provide more variety and enables players to play Twilight Imperium with up to eight players!
Wormhole Nexus: The most specialized of the new system tiles is the wormhole nexus. You will immediately notice that this system has a special shape and cannot fit into the normal galaxy (without using a pair of scissors or unnecessary force). This tile is instead placed to the side of the board and may only be traveled to using an “Alpha” or a “Beta” wormhole. The wormhole nexus provides amazing mobility and power to the race that controls it.
Trade Stations: Trade stations are special in the fact that they do not require ground forces to gain control of them. Whenever a player gains control of a system containing a trade station, he immediately places one of his control markers on the station and claims the corresponding planet card. You also will notice that the trade station has a small Trade Goods icon adjacent to it. Icons in this position represent that a planet has a special new “Refresh Ability.”
Each refresh ability is summarized on its planet card. To use a refresh ability, its owner simply exhausts the card during the Status Phase immediately after refreshing planets. In this example, Tsion provides 2 Trade Goods if exhausted in this manner.
Refresh abilities are not just limited to Trade Goods, and a few other planets also have refresh abilities.
Ion Storm: These terrifying clouds of electromagnetic gas can be a safe haven or a death trap. Upon entering an Ion Storm, ships are forced to stop their movement to gain their bearings. The interference of an Ion Storm protects ships inside from opposing PDS cannons. The electromagnetic properties of the Ion storm also render fighters practically useless. Any fighters caught inside of an Ion storm do not roll any dice during combat, but may still be taken as casualties.
You now have a taste of the new systems found in TI3: SE. With the knowledge you have acquired, you should now be able to decipher some interesting properties of the three systems above. Thank you for reading and be sure to stop in again for next week’s Twilight Tuesday
-This is going to be awesome
-Vladd
Twenty-eight new system tiles are included in TI3: SE. The systems not only allow players to make a larger galaxy, but also provide more variety and enables players to play Twilight Imperium with up to eight players!
Wormhole Nexus: The most specialized of the new system tiles is the wormhole nexus. You will immediately notice that this system has a special shape and cannot fit into the normal galaxy (without using a pair of scissors or unnecessary force). This tile is instead placed to the side of the board and may only be traveled to using an “Alpha” or a “Beta” wormhole. The wormhole nexus provides amazing mobility and power to the race that controls it.
Trade Stations: Trade stations are special in the fact that they do not require ground forces to gain control of them. Whenever a player gains control of a system containing a trade station, he immediately places one of his control markers on the station and claims the corresponding planet card. You also will notice that the trade station has a small Trade Goods icon adjacent to it. Icons in this position represent that a planet has a special new “Refresh Ability.”
Each refresh ability is summarized on its planet card. To use a refresh ability, its owner simply exhausts the card during the Status Phase immediately after refreshing planets. In this example, Tsion provides 2 Trade Goods if exhausted in this manner.
Refresh abilities are not just limited to Trade Goods, and a few other planets also have refresh abilities.
Ion Storm: These terrifying clouds of electromagnetic gas can be a safe haven or a death trap. Upon entering an Ion Storm, ships are forced to stop their movement to gain their bearings. The interference of an Ion Storm protects ships inside from opposing PDS cannons. The electromagnetic properties of the Ion storm also render fighters practically useless. Any fighters caught inside of an Ion storm do not roll any dice during combat, but may still be taken as casualties.
You now have a taste of the new systems found in TI3: SE. With the knowledge you have acquired, you should now be able to decipher some interesting properties of the three systems above. Thank you for reading and be sure to stop in again for next week’s Twilight Tuesday
-This is going to be awesome
-Vladd