Submitted by Jay Ouzts of The Westbank Gamers
Recently, six members of the Westbank Gamers took part in a game of Twilight Imperium, the space conflict game from Fantasy Flight Games. Each player takes control of one of six races: The Barony of Letnev, a race of underground humanoids; the Universe of Jol-Nar, a race of aquatic scholars; the Xxcha Kingdom, a race of Lizard Men; the Emirates of Hacan, a race of mercantile cat-men; the N'orr, a race of war-like insect-men; and the Federation of Sol, the humans. Each race has its own special power. For example, the N'orr fight better than others, while the Jol-Nar acquire technology faster.
The playing area is a collection of hex-shaped tiles, similar to Kings and Things and Settlers of Catan. However, instead of dealing the tiles randomly, the players take turns placing a tile. Thus, there's a certain element of strategy in creating the game board as players try to put the planets with the best economic resources closest to their home world, while placing obstacles such as asteroid fields and super novas in the paths of their opponents.
Victory is determined by the first player to reach the final spot on the Galactic Progression Chart (similar to Civilization's AST chart). Advancement along the chart is determined in part by the resources and influence generated by each race's planets. Resources are used to purchase technological advances (such as increased production, faster ships and even germ warfare). Resources are also needed to build ships and ground forces in which to conquer other planets and attack your opponents. Resources can also be generated through trade with other players.
One of the most interesting aspects of the game is its political phase. At the beginning of each turn a political card is drawn. The card is a proposed law on which all players must vote. The potential laws include a mandatory "cease-fire" for three turns; an economic expansion (in which all players get a free space dock); or a trade embargo against another player. Players get one vote per influence point they control (similar to the voting system in Junta).
The rules are short (14 pages with large type and numerous illustrations), to the point, and easy to understand. There were very few problems with the Action and Political cards. There are now four expansions on the market. The only problem with the game is its components: the counters are difficult to read, and the money chits are in an inadequate supply for a six-person game (we had to break out money from Acquire). The Twilight Armada expansion contains plastic miniatures, which should alleviate the counter problem.
In spite of the few problems mentioned, Twilight Imperium is an excellent game and should become one we play regularly.
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