Score Objectives The L1z1x Mindnet: Exhaust 5 Trade Goods (TG 5 --> 0) to claim public objective "Negotiate Trade Routes". (VP 1 --> 2) Sardakk N'orr: Claim public objective "Conquer the Weak" and secret objective "Cut Supply Lines". (VP 3 --> 6) The Emirates of Hacan: Claim public objective "Diversify Research" and secret objective "Learn Secrets of the Cosmos". (VP 4 --> 6) Reveal Public Objective Master the Sciences (2 VP): Own 2 technologies in each of 4 colors.
3 Stage II Objectives have not yet been revealed. Gain Action Cards and Command Tokens; Redistribute Command Areas The Naalu Collective: AC 4 --> 6; TP 0 --> 2, FP 4 --> 3, SP 0 --> 1 The L1z1x Mindnet: AC 2 --> 4; TP 1 --> 2, SP 0 --> 1 Sardakk N'orr: AC 5 --> 6; TP 0 --> 1, SP 0 --> 1 The Emirates of Hacan: AC 5 --> 7; TP 0 --> 2, SP 0 --> 1 The Embers of Muaat: AC 5 --> 6; TP 0 --> 1, SP 0 --> 1 The Winnu: AC 5 --> 6; TP 0 --> 1, SP 0 --> 1
The first agenda is revealed from the deck: Committee Formation (Law) Elect Player: The elected player gains this card. Before players vote on an agenda that requires a player to be elected, the owner of this card may discard this card to choose a player to be elected. Players do not vote on that agenda.
Voting Order The Embers of Muaat: Up to 11 votes The L1z1x Mindnet: Up to 4 votes The Winnu: Up to 18 votes; must be in even increments The Emirates of Hacan: Up to 14 votes The Naalu Collective: Up to 6 votes Sardakk N'orr: Up to 11 votes; Speaker
I'll allocate about 24 hours for discussion, deals, transactions, and Action Card declarations. For simplicity when voting, you can just list a number of votes to apply to the vote without listing planets. Vote count restrictions have been listed after the semicolon, if any.
KetarCome on upstairswe're having a partyRegistered Userregular
Playing my first in-person game of TI4 in about 4 hours. I'll be teaching 3 friends who game a lot but haven't played a TI game before. Any thoughts on weaker races that I should stick myself with to try to make things a little more fair? I know there were some podcasts people were listening to with opinions on that kind of stuff, but I never checked them out.
@Ketar I'd normally suggest Winnu, but a four player game buffs them a bit. They're still a fairly weak race, especially if you point out to the other players to try and keep you from Mec Rex.
Sorry for butting in, I'll go back to lurking and enjoying the warfare!
I would leave out tricky races like Winnu, Saar, Creuss, and Nekro.
Also real helpful if you have a sheet of paper or something in the middle showing the current round's turn order. Avoids tons of "whose turn is it?" delays.
If you want to think about restricting selectable races in terms of complexity, to build on MrBody and mindflare77's suggestions, you can also consider the historical order of release, which aligns somewhat with complexity:
Anything in the first three tiers (i.e. from TI 3e's base game) should be straightforward enough for new players to keep track of; the TI4e rulebook recommends using only the races in tier A for the first game.
Colonial Redistribution (Directive)
Elect Non-Home Planet Other Than Mecatol Rex: Destroy each unit on the elected planet. Then, the player who controls that planet chooses 1 player with the fewest victory points; that player may place 1 infantry from his reinforcements on the elected planet.
Well, Resculon or Zohbat then.
I didn't think it was really worth plonking an infantry on a planet that could be bombarded, but the player would still have to activate the system to retake it, wasting a CP.
Vote Results The Embers of Muaat: Abstain The L1z1x Mindnet: 4 votes - L1z1x The Winnu: Abstain The Emirates of Hacan: 5 votes - Hacan The Naalu Collective: 6 votes - Naalu Sardakk N'orr: 6 votes - N'orr; break tie in favor of N'orr
The second agenda is revealed from the deck: Colonial Redistribution (Directive) Elect Non-Home Planet Other Than Mecatol Rex: Destroy each unit on the elected planet. Then, the player who controls that planet chooses 1 player with the fewest victory points; that player may place 1 infantry from his reinforcements on the elected planet.
Voting Order The Embers of Muaat: Up to 11 votes The L1z1x Mindnet: No votes The Winnu: Up to 18 votes; must be in even increments The Emirates of Hacan: Up to 9 votes The Naalu Collective: No votes Sardakk N'orr: Up to 5 votes; Speaker
Giving about a day before opening things up for voting.
Not especially. IMO this is best used to destroy a space dock. Hacan probably wants to do a build at resculon but OTOH norr would need to leave a pretty big gap in their lines to retake zohbat
I'll be evacing Naalu home system. I even intentionally took the less damaging planet! Don't forget Hacan is a Naalu neighbor who attacked them too (and did more damage).
Hey Winnu, given that it's a coin flip between me and Hacan right now, wouldn't you want to vote to hinder your feisty neighbor instead of the guy on the opposite end of the board from you? I don't think there's anything anyone could offer me at this point that would be worth kamikazing dreads on mecatol (which someone other than me would then take).
Posts
Score Objectives
The L1z1x Mindnet: Exhaust 5 Trade Goods (TG 5 --> 0) to claim public objective "Negotiate Trade Routes". (VP 1 --> 2)
Sardakk N'orr: Claim public objective "Conquer the Weak" and secret objective "Cut Supply Lines". (VP 3 --> 6)
The Emirates of Hacan: Claim public objective "Diversify Research" and secret objective "Learn Secrets of the Cosmos". (VP 4 --> 6)
Reveal Public Objective
Master the Sciences (2 VP): Own 2 technologies in each of 4 colors.
3 Stage II Objectives have not yet been revealed.
Gain Action Cards and Command Tokens; Redistribute Command Areas
The Naalu Collective: AC 4 --> 6; TP 0 --> 2, FP 4 --> 3, SP 0 --> 1
The L1z1x Mindnet: AC 2 --> 4; TP 1 --> 2, SP 0 --> 1
Sardakk N'orr: AC 5 --> 6; TP 0 --> 1, SP 0 --> 1
The Emirates of Hacan: AC 5 --> 7; TP 0 --> 2, SP 0 --> 1
The Embers of Muaat: AC 5 --> 6; TP 0 --> 1, SP 0 --> 1
The Winnu: AC 5 --> 6; TP 0 --> 1, SP 0 --> 1
The first agenda is revealed from the deck:
Committee Formation (Law)
Elect Player: The elected player gains this card. Before players vote on an agenda that requires a player to be elected, the owner of this card may discard this card to choose a player to be elected. Players do not vote on that agenda.
Voting Order
The Embers of Muaat: Up to 11 votes
The L1z1x Mindnet: Up to 4 votes
The Winnu: Up to 18 votes; must be in even increments
The Emirates of Hacan: Up to 14 votes
The Naalu Collective: Up to 6 votes
Sardakk N'orr: Up to 11 votes; Speaker
I'll allocate about 24 hours for discussion, deals, transactions, and Action Card declarations. For simplicity when voting, you can just list a number of votes to apply to the vote without listing planets. Vote count restrictions have been listed after the semicolon, if any.
But I'm in a bad voting position to do anything about it.
Abstain
@jakobagger
Sorry for butting in, I'll go back to lurking and enjoying the warfare!
PSN/Steam: mindflare77
Also real helpful if you have a sheet of paper or something in the middle showing the current round's turn order. Avoids tons of "whose turn is it?" delays.
I would also say winnu are weak, this game notwithstanding
If you feel like you have too much of an advantage though you could always just play a generic race, ignore all your special powers
A: Xxcha, Sol, Hacan, Letnev, N'orr, Jol-Nar
B: Naalu, Yssaril
C: L1z1x, Mentak
Muaat, Saar, Winnu, Yin
E: Arborec, Creuss, Nekro
Anything in the first three tiers (i.e. from TI 3e's base game) should be straightforward enough for new players to keep track of; the TI4e rulebook recommends using only the races in tier A for the first game.
(Prob doesn't actually work out for me but w/e :P)
Elect Non-Home Planet Other Than Mecatol Rex: Destroy each unit on the elected planet. Then, the player who controls that planet chooses 1 player with the fewest victory points; that player may place 1 infantry from his reinforcements on the elected planet.
I didn't think it was really worth plonking an infantry on a planet that could be bombarded, but the player would still have to activate the system to retake it, wasting a CP.
The Embers of Muaat: Abstain
The L1z1x Mindnet: 4 votes - L1z1x
The Winnu: Abstain
The Emirates of Hacan: 5 votes - Hacan
The Naalu Collective: 6 votes - Naalu
Sardakk N'orr: 6 votes - N'orr; break tie in favor of N'orr
The second agenda is revealed from the deck:
Colonial Redistribution (Directive)
Elect Non-Home Planet Other Than Mecatol Rex: Destroy each unit on the elected planet. Then, the player who controls that planet chooses 1 player with the fewest victory points; that player may place 1 infantry from his reinforcements on the elected planet.
Voting Order
The Embers of Muaat: Up to 11 votes
The L1z1x Mindnet: No votes
The Winnu: Up to 18 votes; must be in even increments
The Emirates of Hacan: Up to 9 votes
The Naalu Collective: No votes
Sardakk N'orr: Up to 5 votes; Speaker
Giving about a day before opening things up for voting.
I'm half thinking I should Abstain.
Looking at the board and the apparent routing of the Naalu, I'm thinking I should dump the votes on Zohbat.
I'll be evacing Naalu home system. I even intentionally took the less damaging planet! Don't forget Hacan is a Naalu neighbor who attacked them too (and did more damage).
So that's hardly a point in your favour.
(On The Other Hand)
Hey Winnu, given that it's a coin flip between me and Hacan right now, wouldn't you want to vote to hinder your feisty neighbor instead of the guy on the opposite end of the board from you? I don't think there's anything anyone could offer me at this point that would be worth kamikazing dreads on mecatol (which someone other than me would then take).