Man you need more subscribers. This video was really helpful. I got to pick first one time but I picked technology and in the end i didn't win the game. After playing several times my friends told me the only logical thing to do is to pick imperial but it seems that card is a bit overrated
+newplayer4u Thanks, I'm glad I could help. For the rest of the game, I totally agree that if you can get Imperial, then you should. It just doesn't help your board position at all on the first turn, and since all you can really do is expand, I prefer something that will help you do that.
3:47 just want to be clear here, you're not talking about denying secondary abilities by passing, you're saying that by then perhaps everyone would have spent all their strategy counters? i ask because we played for years that once you pass you cannot get in on secondary abilities regardless of how many strategy counters you have.
So you are actually allowed to do secondary abilities even after passing if you still have strategy tokens. However, the secondary of diplomacy doesn't help you if you've already passed, so no player will ever use it then.
+DementedDweomer I don't have the SE expansion, so not really. I did print out a bureaucracy card for the last game I played, which was definitely more interesting than Imperial. These videos are geared a little more for beginners though, who probably won't buy expansions right away.
I've been hearing that a lot, and like I've said to a few others, getting a group together to play is hard enough for me not to be able to justify the expense right now. Working on changing it, but for now it's just vanilla for me. As for the Naalu Collective, they're a base game race.
I was somehow convinced that it came in the expansion. I have never played without it, since the friend who introduced me to the game bought it together with the base game. But we have tried the original set of strategy cards, and in my opinion the white-backed ones work a lot better.
You have actually got one more rule wrong in your explanation. The rules never say you have to divide your ships for bombardment, and since invasion combat takes place separately on multiple planets, the same ships may fire in both engagements (although I understand why you may house-rule that).
Hey RTFM! Have you played 4th edition yet? Any chance of future twilight imperium videos coming out? I'm curious as to which strategy cards are best to pick on the first turn in the new edition.
Awesome man, looking forward to it! TI4 is my first experience with the game, my group has played 2 games of it so far and have a 3rd one scheduled for the weekend - loving every minute of playing it!
I had a quick question. Can I build in a previously activated system or does it have to be the system I just had activated on the current tactical action
Help (new player question) if I'm playing Hacan, why do *I* want to play the Trade card? don't I want to benefit from someone else playing it so I can take advantage of both the secondary AND primary ability? What am I missing?
Remember that this is all about the first round of the game. You want to make sure you get both your trade agreements out so that every time trade gets played (mostly), you're set up to profit from it. You could wait for others to play it, but if no one picks it, then you have to wait until next round to get started on that. On top of that (though this is true for everyone), you also get 3 free trade goods, which is always nice.
No worries. There are two ways to do it. Either you can move a carrier twice by moving it, removing the command counter from the system you just moved to (because you can't move ships out of an activated system), and then activating a new system and moving it again. Or, after moving your starting carrier out of the system you build a new one with some more ground forces, then remove the counter from your home system and move the new carrier.
I disagree if you can select imperial, you select imperial first. If you pass on the two points you may miss your chance to get a second round of imperial before the end the game card comes up in the objectives. This is especially true in six player plus games. The game is gain VP's. Passing on a chance to gain 4 VP's over 2VP's can massively weaken your position in the late game forcing you into drastic actions, which can expose you to disaster if you have make a charge at some one's home system to keep them from scoring, have to launch an assault on Mec Rex or other equally aggressive action to score your secret objective card.
Fair point. For me though, if you don't set yourself up to efficiently earn objectives (which usually require you to have decent board position), those two early points might not matter because you'll be forced to take other strategies just to keep yourself afloat. We may just have to agree to disagree
Man you need more subscribers. This video was really helpful. I got to pick first one time but I picked technology and in the end i didn't win the game. After playing several times my friends told me the only logical thing to do is to pick imperial but it seems that card is a bit overrated
+newplayer4u Thanks, I'm glad I could help. For the rest of the game, I totally agree that if you can get Imperial, then you should. It just doesn't help your board position at all on the first turn, and since all you can really do is expand, I prefer something that will help you do that.
3:47 just want to be clear here, you're not talking about denying secondary abilities by passing, you're saying that by then perhaps everyone would have spent all their strategy counters?
i ask because we played for years that once you pass you cannot get in on secondary abilities regardless of how many strategy counters you have.
So you are actually allowed to do secondary abilities even after passing if you still have strategy tokens. However, the secondary of diplomacy doesn't help you if you've already passed, so no player will ever use it then.
Do you ever play with the SE expansion Strategy cards? They appear to be the preferred set for most players.
+DementedDweomer I don't have the SE expansion, so not really. I did print out a bureaucracy card for the last game I played, which was definitely more interesting than Imperial. These videos are geared a little more for beginners though, who probably won't buy expansions right away.
+RTFM How did you know about the Naalu then? That is from Shattered Empire. If you like TI3, that expansion is a must!
I've been hearing that a lot, and like I've said to a few others, getting a group together to play is hard enough for me not to be able to justify the expense right now. Working on changing it, but for now it's just vanilla for me.
As for the Naalu Collective, they're a base game race.
I was somehow convinced that it came in the expansion. I have never played without it, since the friend who introduced me to the game bought it together with the base game. But we have tried the original set of strategy cards, and in my opinion the white-backed ones work a lot better.
You have actually got one more rule wrong in your explanation. The rules never say you have to divide your ships for bombardment, and since invasion combat takes place separately on multiple planets, the same ships may fire in both engagements (although I understand why you may house-rule that).
Hey RTFM! Have you played 4th edition yet? Any chance of future twilight imperium videos coming out?
I'm curious as to which strategy cards are best to pick on the first turn in the new edition.
I'll be filming a TI4 video very soon. Should have it out mid-December. I'll be making an updated strategy card video too, so keep an eye out.
Awesome man, looking forward to it!
TI4 is my first experience with the game, my group has played 2 games of it so far and have a 3rd one scheduled for the weekend - loving every minute of playing it!
I had a quick question. Can I build in a previously activated system or does it have to be the system I just had activated on the current tactical action
You have to build in the currently activated system.
Help (new player question) if I'm playing Hacan, why do *I* want to play the Trade card? don't I want to benefit from someone else playing it so I can take advantage of both the secondary AND primary ability?
What am I missing?
Remember that this is all about the first round of the game. You want to make sure you get both your trade agreements out so that every time trade gets played (mostly), you're set up to profit from it. You could wait for others to play it, but if no one picks it, then you have to wait until next round to get started on that. On top of that (though this is true for everyone), you also get 3 free trade goods, which is always nice.
You should to remember that you don't get trade goods from brand new agreements. No one benefits from trade's secondary on the first round.
How does warfare let you settle am extra system? Yeah I'm a newb...
No worries. There are two ways to do it. Either you can move a carrier twice by moving it, removing the command counter from the system you just moved to (because you can't move ships out of an activated system), and then activating a new system and moving it again. Or, after moving your starting carrier out of the system you build a new one with some more ground forces, then remove the counter from your home system and move the new carrier.
RTFM Thanks a lot for the tip, 8 player game coming up and I'm super competitive. :)
I disagree if you can select imperial, you select imperial first. If you pass on the two points you may miss your chance to get a second round of imperial before the end the game card comes up in the objectives. This is especially true in six player plus games. The game is gain VP's. Passing on a chance to gain 4 VP's over 2VP's can massively weaken your position in the late game forcing you into drastic actions, which can expose you to disaster if you have make a charge at some one's home system to keep them from scoring, have to launch an assault on Mec Rex or other equally aggressive action to score your secret objective card.
Fair point. For me though, if you don't set yourself up to efficiently earn objectives (which usually require you to have decent board position), those two early points might not matter because you'll be forced to take other strategies just to keep yourself afloat. We may just have to agree to disagree
how much is game?
In store it runs about $90 (USD)
wooooooooooooa
Yup. Sometimes you can find it online for about $70, but not right now, unfortunately.
Check the bgg marketplace. found one for 55€ there, lucky :)
I disagree, I think that Leadership is the best card in the game no matter the round. Thanks for the opinions though.