Tag Archives: What Makes It Tick

4x Science-Fiction Civilization Building Games: Part I

At the start of this summer, I wanted to have a writing project for the blog, something unique to work on when those rainy days come or when I’m up late with a cold beer after the family has gone to bed.  It’s something of a tradition for me and has produced articles such as my Battletech Guide series (Part I, Part II & Part III) and my Star Wars: X-Wing guide (Part I, Part II, Part III, Part IV & Part V) for example.  

This year’s summer project is to evaluate and write a comparison article on Science-Fiction 4x civilization-building games, a topic that is something of a passion of mine.  I have always been a big fan of monster games in general as far back as I can remember, getting my start with classics like Advanced Civilization, Axis & Allies and Shogun back in the 80’s.  My love for SF 4x games however comes from the world of PC games with classics like Master of Orion and Galactic Civilization series of games.  

For years Twilight Imperium has been the ruling king of the hill of this genre in board game form, it has floated around in my top 10 best games of all time since I started it nearly 10 years ago and remains the mecca of this genre in my opinion.  Equally, for the same amount of years I have searched for alternatives for Twilight Imperium if for no other reason than the simple fact that Twilight Imperium is a real pain to get to the table despite its many positive elements.  Simply put, it’s a very long, very heavy and conceptually complex game to get into.  It demands a bit more than most gamers are willing to give and so I have searched for alternatives that might bring the 4x experience to the table more often with a wider range of players.

My hope was that if I explored this genre in detail, I might find some 4x games that might be a bit more approachable.  Going into this project I have no expectations that any of the games I will try will replace Twilight Imperium for me as my ruling favorite, but I am hoping to find some new 4x games to explore.

My research has shown that there are quite a few potentially great SF 4x games in the board game world and it’s my intention to go deep with this article series and do some detailed assessment of what I believe are the most popular of these games that will hopefully act as both a buying guide for those looking to get into the games and a sort of review for each individual game.

The List & Why

There are quite a few games that could go on this list, in fact, arguably to be a proper assessment of the whole genre I think a list of 10-15 would be needed but I wanted to narrow it down to the most widely popular games and I wanted to have some games that hardened veterans of the genre would also approve of which is to say, games that might be more obscure to general mass markets but the experts within consider staples of the genre.  This I felt was important because the goal here is to expose you, the reader to something new and interesting and battle-tested, not necessarily a comparison of the most known games.  

Twilight Imperium 4th Edition

The ultimate 4x science-fiction epic, it is considered by many to be the king of the 4x genre.

Twilight Imperium was a very obvious choice, it is considered a hallmark of the genre, ask any fan of SF 4x civilization building to make a list for you, and this one will always be on it.   It is widely accepted as one of the best in the genre, arguably the one by which all other games will be judged so it had to be on this list.

Eclipse:  Second Dawn For The Galaxy

Many argue that Eclipse is the Twilight Imperium killer, a more refined, faster playing 4x game.

Eclipse is perhaps the second most widely known and accepted game in the genre and actually has even broader mass market appeal.  More importantly, it’s considered the most natural competitor to Twilight Imperium by the gaming community even if the publisher makes no such claims.  It is also highly disputed by Twilight Imperium fans as a contender, some argue for it’s shorter play time while others insist it comes up short.  I love a good controversy, so it had to go on the list as well.

Star Trek: Ascendancy

A relative newcomer by 4x standards, but this 2016 release has made a splash with 4x and Star Trek fans alike often compared to Eclipse.

A very popular franchise but a less commonly listed game, Star Trek: Ascendancy is a full-fledged 4x game that has had quite a bit of buzz among 4x fans and has seen a number of reprints since its 2016 release which means people are still playing & buying it. One really interesting element of Ascendancy is that many argue its a better, albeit less refined Eclipse and there is a lot of debate about its quality that seems to have created a sort of Ascendancy vs. Eclipse grudge match.  From that, it was an easy decision to include it.

Exodus: Proxima Centauri

While my first experience with this one was less then stellar, it’s a community favorite and many argue that it is a far more competitive and varied game in direct competition with Twilight Imperium and Eclipse.

I was very hesitant to add this one to my list mainly because I own it, I have played it once and neither my gaming crew or I thought much of it.  Despite this among 4x circles, it’s considered a staple and standard for the genre and it’s been compared to Eclipse and Twilight Imperium in countless reviews, many feeling this is the superior game.  While I have my doubts, the evidence is in its success.   It has also not only remained in print but has received a 2nd edition and been nominated for some prestigious awards including the 2013 UK Games expo for Best Boardgame of the year.  It’s clearly a competitor, it had to go on the list.

Stellaris Infinite Legacy

Based on one of the most popular 4x games in modern times, this new kid on the block is making a lot of bold claims about being an evolution in the genre and we are going to give it, its shot to prove it in this competition.

The final game on the list comes from Academy Games which attempts to create a board game version of one of the most popular modern 4x PC game franchises in existence, the fan favorite and beloved Stellaris.  I know very little about this one but I felt strongly that if someone is going to try to re-create a board game version of one of the best 4x PC games on the market today, it needed to be on the list.  

That’s your list, 5 games.  I’m committed to play each game a minimum of one time, though it’s likely I will have a couple of plays of each game before this article is complete and I have the advantage of having played some of these games already before I even start.  I have no idea how long it will actually take me to complete this article series, but I’m hopeful that it will make for some fun gaming and writing.

How they will be judged

I think it’s important to establish some method or standard for how all the games will be judged to ensure not only that the competition is fair, but that there is at least a general understanding of what the expectations for a 4x game are.  Each game will be rated from 1 to 5 on each of the following categories.

Is it a true 4x game

The first category simply ensures that the game meets its advertised goal which is to be a 4x game.  4x is a reference to the four key elements of a science-fiction civilization-building game.  

Exploration

Does the game have a fun/interesting exploration mechanic, after all this is a game about building a civilization in space and exploration has to be a part of that.

Expand

This is a bit of a tricky one as the word is intended to have multiple meanings.  It’s a reference to the civilization-building component of the game and covers anything that helps to build your civilization from a fledging single planet to a mass empire.  Science research, fleet and base building, economic engine growth and really anything else to do with the construction and forward progress of your civilization.

Exploit

Similar to expanding in a way, exploiting is about making sure that the galaxy itself is the source of the struggle in the game and that it breeds player competition for resources to ensure players are forced out of their comfort zone of their homeworld.  Exploitation is about the economics of the game and the road to confrontation and the final and arguably most exciting element of the 4x genre, war (Exterminate).

Exterminate

In the end, the exploration, expansion and exploitation of the galaxy should put the players into conflict with each other and lead to the expected eventual outcome which is war.  All good 4x games are in the end in some shape or form war games.

The Extras

While the 4x civilization-building genre is very specific, many of these games include concepts like politics, diplomacy, trade, espionage and other elements often associated, but not directly mentioned as part of the 4x mantra.  These extras should count and hence they get their own category in the evaluation.

Competitive & Fun

This second category is a bit more opinion driven, it’s about a general judgment and comparison of how competitive and fun the game is.  Does it hit those joy centers with its mechanics, do players walk away satisfied, is the game balanced and fair and of course naturally how does it fair in general as a gaming experience.

The Event Status & Presentation

Civilization-building games should be an event, a robust, full-fledged game that everyone is excited about and builds a foundation for a great gaming event.  This combines its visual appeal and presentation, its replayability and its status as a game around which an event can be played.  4x games shouldn’t just be board games, they need to generate a much higher level of excitement beyond just a simple game night, they should feel epic in size and scope.  This category is a measurement and discussion of its status as an event game and includes its presentation.

Deliver On The Promise

This one is important mainly because I don’t think a game should be judged solely on the expectations and desires of players, but on what the game actually promises.  Whether it’s by advertisement on the box or website, we use that information to determine how well it delivers what it promised.  Does the game do what it said it would?  That is the question we are answering and rating here.

Strengths vs. Weakness

This is the only category that will not be scored so much as listed.  I will attempt to outline each game’s strengths and weaknesses and help guide players to the game that is right for their group.  

Comparison Ranking

Finally is the comparison ranking.  This category will not be included with each game, but rather be an article in its own right where I compare and contrast all of the games and come to a conclusion about where they ultimately rank in this competition.  It will be a definitive, top 5 of the best from this list of SF 4x civilization-building games.

Conclusion

Ok so that is the setup for this article series, we have our game list and we have our established method of judgment.  I’m uncertain exactly what order these articles will appear or even what approach I will take beyond these simple goals but the plan is first to play all of the games so that I have a strong basis for assessment.  I expect this series will go well beyond the summer to complete, but keep an eye out for it in the near future.

What Makes It Tick: ASOIAF: Targaryen – Jorah Mormont

A song of Ice and Fire the miniature game is back in my gaming group with a vengeance and while I had planned a What Makes It Tick series on the game for quite a while, I have not pulled the trigger until now. Today we start the series that will take a deep dive into the Targaryen faction (my faction) in hopes of expanding the series to eventually go through the entire army. Enjoy!

We begin the series with Jorah Mormont a Commander, An Attachment and a Solo Unit in the Targaryen army. Now before I begin, let me just say that sometimes in miniature games there is a phenomenon known as “One Good Wayism”, which is similar to the concept of “competitive meta”, except unlike in the competitive meta which is what players do more based on tested reality, “One Good Wayism” is when players do something on pure perception.

In ASOIAF the miniature game, while there definitely is a competitive meta and this drives how people play the game, how they build list and pick factions, the truth about the ASOIAF community is that a lot of how the community operates is simply based on perceptions rather than the meta realities. I bring this up because Jorah Mormont is definitely a really strong case for how true this really is.

Commander Jorah Mormont – Westerosi Tactician Cavalry

Jorah Mormont is a cavalry commander that fits neatly into the Targaryen theme as a fast-moving, hard-hitting, flanking army. With the 2021 update, Jorah Mormont however has not fared particularly well in competitive play sitting in the 34th spot out 88 commanders overall on ASOIAF stats but in second to last place in the Targaryen faction.

Certainly, the competitive meta is not something to be ignored entirely, there is usually a good reason for a commander’s position in the rankings, but it’s my opinion that Jorah is actually one of the most underrated commanders in the Targaryen faction, perhaps even the game. I think his position among Targaryen commanders is directly linked to the fact that Jorah Mormont – The Wandering Knight (solo) is perceived as so good, that most players favor using Jorah as a solo rather than a commander or anything else for that matter. In fact, this would probably be how I personally favor using Jorah best as well, so I think the stats reflect this, but I think this definitely falls into the category of “One True Wayism”.

This perception of how to use Jorah (as a solo) is so strong that this commander unit is practically ignored entirely and it’s a real shame.

As a commander, Jorah is actually pretty fantastic, without question one of the strongest commanders in the faction. His Ambush ability is pretty amazing as weakened protects the unit during counter-attack and panic helps to increase the chances your opponent will fail their panic test, a great combo. Given your already charging from the flank or rear as a strategy in general, you are also likely making a pretty strong attack with any one of the Targaryen Cavalry units.

This ability is made ridiculously lethal and potentially game-changing thanks to the potential of combining it with one of Jorah’s fantastic tactic cards, Feinting Maneuver. This is arguably one of Jorah’s best tactic cards, perhaps even one of the best Targaryen tactic cards as a whole.

It cannot be understated what a massive difference there is between charging someone from the rear instead of a flank or a flank instead of the front and the fact that you can do this with a card is just absolutely devastating. One well-timed play of this card can and often will be a total game-changer.

Stubborn Tenacity is just a sort of sugar on top kind of ability for Jorah, great to have but nothing to get too excited. Most important thing is to remember to use it.

Marshal to me however is one of the most universally useful cards in Jorah’s tactic deck because while Feinting Maneuver is amazing on the offensive, one thing about running Cavalry as the Targaryens is that you really need them to be attacking at full ranks, this is so key to the game and to the Targaryen Cavalry strategy. One of the simplest way to declaw the Targaryen Cavalry lists is to simply take the money bags away from a Targ opponent to prevent the 3 wounds heal. This secret in the sauce is often ignored by less experienced players who are eager to steal the horse NCU spot, but the truth is if you really want to hurt the Targ. Cavalry, prevent them from healing 3 wounds.

This is why Mopatis is an auto-add for any Cavalry list, but Marshal not only doubles down on this by giving you a second out it does so as part of the activation. You have to remember that Targaryen Cavalry loses a lot of steam when they lose a rank and Marshal allows you to heal and still act. With cards like Swift Reposition and Sudden Retreat, you have alternative options for additional movement to your free maneuver anyway, so losing it is not the end of the world and these cards can combine to create some real surprises for your opponent.

Betrayal is also a truly amazing late-game card that can turn a game your opponent thinks is going to end the next round into something you win this round. Those end game situations which come up often where the score is tight and you are sitting on 7-9 points and you’re just trying to squeeze out those end game points to end things early, this card is perfect for. Don’t ever discard this one, once you draw it you want to keep it! This, just like the first two cards we talked about is a game-winning card.

You don’t want to pull the trigger on this one too early however, there is no way out of the Betrayal card once it’s on you.

Opportunist is one of the weaker cards in Jorah’s deck, though notably still among the strong general commander cards in the game. This is the chink in the armor, yet is still pretty strong. Certainly gaining Precision or Vicious on any attack is always a bonus but truth is that with a typical Calvary list you are trying to stall quite a bit, its always best to attack later in the round rather than early in the round to avoid potential counter-charges and extra retaliatory strikes against your units. Hence this card kind of works opposite to your standard strategy.

I find in general, just like the Cutthroat’s ability Ruthless Aggression ability, attacking someone before they have activated is never ideal and I just don’t think precision carries that much weight statistically so you are likely going to choose vicious for most occasions. It’s a very useful card, but I personally use it the round I draw it or toss it if I don’t, just about any other card draw in your deck will get you more mileage.

Jorah as a commander is clearly tailor-made for a Cavalry list, remember that Marshel only works with Cavalry units and if you are going to eat a Betrayal card you will want it on something that can get the hell out of dodge (aka a fast-moving cavalry).

Arguably both Opportunist and Feinting Maneuver are useful on infantry units, in particular, something like Unsullied Swordmasters combined with a Feinting Maneuver are absolutely devastating. Generally, though I think Jorah and a heavy-handed cavalry force is the most bang for your buck.

As a commander, I would personally rank him much higher than where he sits in ASOIAF stats, especially in the Targaryen faction, but I’m not at all surprised to see him as low as he is and the reason for that as mentioned is Jorah’s solo variant and this perception that the solo is so good, that you favor it over taking Jorah as a commander.

Jorah Mormont – The Wandering Knight (solo)

There is no doubt in my mind that Jorah Mormont (solo) is one of the most versatile and useful units in the Targaryen faction. The 3-point cost alone is worth the extra activation for a Calvary unit with a move of 6 that can control objectives. The fact that Jorah has a great moral score means simply Crowning him to death is unlikely so as long as you keep him out of harm’s way even without Scout Openings he is a worthwhile investment.

Scout Openings however takes this unit over the top in particular in a calvary heavy force that is reliant on charging but can and often does get stuck in unwanted melee brawls. Precision is a nice bonus but it’s the re-rolls you want and that ability means Jorah far exceeds his cost in value. The potential of a well-timed attack with Scout Openings leading the way can be devastating.

Use him to hold objectives, use him for Scout Openings, and use him as a blocker during those final end game moments.

It’s true he might die unexpectedly and this will happen. Your opponents are going to be highly motivated to kill him, it’s a pretty easy victory point and activation reduction for them if they can trap him, but if you use Jorah well and extra cautiously, he is amazing and is worth keeping alive just for the activation and objective control.

One of my favorite things to do with Jorah in the early or late game is to use him as bait. It never ceases to amaze me what risks and foolish plays players will make to try to kill Jorah and at 3 points he is worth trading up for just about any unit in the game.

Jorah Mormont – The Exiled Knight (Attachment)

At 2 points I find the Jorah Mormont – The Exiled Knight attachment to be extremely circumstantial and a bit difficult to use. The keyword for this unit is “Start of an enemy turn“. If it was any turn, then this would be a force to be reckoned with but doing it on an enemy turn makes this a defensive play typically or potentially a setup for a charge on your turn. Personally, I have found this one to be quite awkward to set up and use, in particular with attentive opponents.

I also find it’s a kinda dirty attachment with its timing, one of those things your opponents might forget and you try to surprise them with it “aha, I shift 3 inches”, but the timing is important here. You have to do it before they choose a unit to activate, so what is more likely to happen is that you forget to use this one rather than the other way around and your opponent forgets you have it.

I think there is potential for this attachment but I think it falls into that expert player area where you really need to know what you are doing to leverage it. I have never had much luck with it, but don’t let that fool you into thinking it’s bad, It’s just tricky to use I think.

Jorah Mormont – The Andal (Attachement)

The other 2 point attachment (infantry) of Jorah is a bit more straightforward. Both abilities are extremely useful and pretty easy to use.

Martial Training is just straight up awesome on, well pretty much anything that doesn’t already have re-rolls as a unit. The combination of re-rolling and Vulnerable is just straight-up beast mode. Typically I think this attachment is best on scrappy units that want to stay and fight like Unsullied Pikemen, but strictly speaking, all infantry units become considerably more dangerous when they can re-roll dice and hand out vulnerable when they are engaged in a fight.

Stand Your Ground! on the other hand, while really good on paper gets less use than you might think. It’s great when it goes off, but infantry units rarely just stand around and fight without being attacked by something else, there is always a catalyst of charges and counter-charges in fights. It’s a great ability, but this card is worth 2 points just for Martial Training to be frank, Stand your Ground is just extra value and it’s very welcome.

Jorah Mormont – Penitent Betrayer

What I like to call “The Forgotten Attachment”, Penitent Betrayer can only be used when it’s added to a unit with Daenerys Targaryen. This is a one-shot, one-point attachment that I can only describe as circumstantial at best. Under the right conditions, it can be extraordinarily useful, other times it’s just kind of meh.

It’s nothing you can plan around, favorable conditions to use him will either come up or they won’t, but given that typically using Daenery’s means dragons, odds are that whatever list you are building is going to be tight on points anyway so even for 1 point it can be a tough sell.

Conclusion

Personally, I think Jorah Mormont is a highly underrated commander and very underutilized outside of his Solo variant for one very, hard to argue reason. That solo is amazing and it’s really hard to pass on a 3 point activation that can do so much for so little. We have currently no cheap alternatives for activation outside of the very peculiar Freed Men which I don’t think can hold even a dim candle to our mounted friend.

The fact that we have a really great alternative cavalry commander in Khal Drogo, makes this decision point that much easier. In a sense with Khal Drogo and Jorah Mormont (Solo) you can have your cake and eat it too and I think that is both the best way to utilize Jorah and simultaneously why his popularity as a commander is so low in the ASOIAF stats.

I don’t see that changing anytime in the near future, the entire Jorah package’s fate was sealed by the Jorah solo unit, it’s just too damn good!

What Makes It Tick: Lord of The Rings LCG Solo : Part I

The what makes it tick series has become one of the most viewed elements on my site and its also quickly become my favorite type of article to write.  Today we begin yet another What Makes It Tick series on Lord of the Rings the Living Card Game by Fantasy Flight Games.

Now this is a game I really struggle with and its because it is a brutally hard game, in a sense, anyone playing it is an eternal noob as there seems to be no good way to truly master it.  This is without question what draws me personally to this game and since like so many out there I too am always looking for any tid bit of information, advice or just tips, I thought why not pass on what little I have learned.

As with all the articles in this series I’m going to assume you are familiar with the game, this series has always been intended for existing players rather than “I want to learn what this is” type of thing.  We are going to start right in the middle with our first article and tackle a tough and common topic of discussion.  The already infamous Adventure Quest “Conflict At The Carrock”

This is one tough quest and I struggled with it for a very long time before not only beating it but figuring out what the hell your even supposed to do to succeed.  Let’s get right into it!

Very important note here.  This series is about SOLO play, unaltered, straight up solo play.  Much of this advice would probably be quite different if I was making the assessments for 2 or more players.

The Lay Of The Land

Possibly one of the toughest quests in the Shadows of Mirkwood Cycle. It’s all about bringing the beat down on some Trolls!

Conflict At The Carrock is a 2 stage quest, though this is incredibly deceiving because there is so much more to it then that.   The two stages are Grimbeorn’s Quest & Against the Trolls.   The first stage of the quest, Grimebeorn’s Quest is mostly benign and non-descript.  You set aside the 4 Trolls you will be facing later and to complete the quest you simply need to attain 7 progress.  In the second quest you basically need to defeat these 4 trolls.

The first quest (Grimbeorn’s Quest) is simple enough but this is where the bulk of the work to be successful in the quest must be completed.  Its not about what it says, but about what it does not say.

The clue is in the title of the first quest, you want this guy, you need this guy, this guy is your best friend in the Conflict At The Carrock!

Grimbeorn’s Quest 1
Setup:
Add The Carrock to the staging area. Remove 4 unique Troll cards and 4 copies of the “Sacked!” card from the encounter deck and set them aside, out of play. Then shuffle 1 “Sacked!” card per player back into the encounter deck.

Forced: After placing the 7th progress token on Grimbeorn’s Quest, The Carrock becomes the active location. Discard the previous active location from play.

Against The Trolls Quest 2
When Revealed: Place the unique Troll cards previously set aside into the staging area.
Players cannot defeat this stage if there are any Troll enemies in play.

The core difficulty of Conflict At The Carrock is that the Trolls that drop into the staging area in the second quest, when faced simultaneously are all but impossible to defeat and because they have the same Engagement Cost, if your threat is above theres they will all drop on you simultaneously.  If this happens, In all but the most rarest circumstances, you are probably going to lose in the very round they drop on you.

Hence the obvious strategy here is to control your threat so that when stage two begins, they remain in the staging area.  While this is definitely part of the strategy, its far from the whole picture.

The Real Stages of Conflict At The Carrock

I mentioned that the first quest, Grimbeorn’s Quest, is all about what it doesn’t say though there are some clues given.

To truly defeat and control Conflict At The Carrock with any reliability you need to accomplish 4 things prior to completing the first stage of this quest.

First, you must find Grimbeorn the Old and claim him on your side.  He is your 4th hero, a powerful one, especially equipped to help you defeat the Trolls.  Without him, completing Conflict At The Carrock is very difficult to say the least.  Finding Grimebeorn however requires you to go through the Encounter deck and get Bee Pastures to the table.  This brings our second element.

This is the key to getting your best asset needed to defeat the trolls in stage 2, one of the many hidden “stages” of the first quest.

Secondly you must control the Encounter top deck.  Whatever deck you build, its vital that you know what the top card of the Encounter Deck is and have the ability to get rid of it.  This is because there are several really tough cards in the Encounter deck that can end your game rather abruptly.  There are various approaches here, the one I ultimately used was Denethor.  This is because he can both look at the top card and move it to the bottom deck if you don’t like it and then in later stages, help defend with his 3 defense.  There are plenty of other ways to do this, suffice to say you must have some encounter deck control.  If you leave it to chance, bad things will happen.

Kind of a bad guy in the original story, there is nothing bad about him in the game. He was the key to victory for me.

Cards like Muck Adder can surprise you and take out one of your heroes easily if you are not prepared.  A poorly timed A Frightened Beast can dramatically raise your threat, which is something you really need to control given that you must stay under 34 threat to ensure the Trolls can’t engage automatically when stage 2 arrives.  In fact its more reasonable to say you need to be well under 34 to be successful as you will gain threat during the big fight as well.  Finally you really need to avoid the Sacked & Roasted Slowly combo, its going to end your day in an instance.  Those are just the cards from Conflict At The Carrock to, there is all manor of death in the other decks that are part of the quest including Hill Troll who can do a lot of damage to your threat.

Instant effects like this would be a lot easier to control if you didn’t have to deal with shadow effect cards. One bad draw and things are going to die.

The third element needed for success is a good army.  You really need a lot of stuff on the table ready to fight and quest.  Some utility here is also a good idea to assist with all other elements.  You want the units to be cheap, so that you can get them to the table, but fighty so that they can put some damage on the board.  The choice here is wide open, though I personally found that the Leadership and Lore Spheres worked the best here.  You have lots of allies that are cheap enough (2 or 3 resources) and offer great utility like card draws and boosting effects.  The most important part though is getting a good solid force so that you have both some sacrificial lambs and can do sufficient damage to take out one Troll per round which typically means doing about 12-14 damage.  That’s a big damage requirement but between hero’s and Grimebeorn, you should be about 2/3rds of the way there, so your army needs to fill in the rest.

The final element is what I like to call “fishing for cards”.  This is usually done through different types of utility allies or cards, but you must find the threat control cards in your deck like Gandalf for example to keep that threat down.  Remember you MUST be under 34 threat when you go to stage 2, going there with a threat higher than that is pointless, odds of you getting wiped out in short order are almost 100%.    Hence getting threat control into your hand is a priority and that means drawing cards effects & other effects that allow you to pull cards or filter through them.

Spirit decks are also very good at controlling threat, I can see using the spirit sphere here with great success as well.

Ok so you can see why this particular quest is so difficult.  A lot has to come together in order to succeed.

The optimal position you should be in when going into stage 2 of this quest are as followed.

  1. Below 34 Threat (preferably 30 or bellow)
  2. Sufficient Allies & Heroes on the board to do 12-14 damage per round when attacking.
  3. Grimebeorn is a must in most cases, it helps with the above, but more importantly he can take a lot of damage for you without being sacraficed so your forces aren’t being diminished.

How I did It

I’m reluctant to simply post my deck.  I understand that this is a common practice in the community but as I was trying to defeat this quest, I didn’t want someone to just hand me the answer for the test.  This is a game of discovery, its part of the fun and I’m not going to spoil it for you.  I will however give you some tips on cards that where key in the success of this quest.

I used Leadership and Lore for my two spheres.  While I believe there are many hero’s that can successfully traverse this quest, I believe Denethor was the key to my success.  Really I think this is one of my favorite heroes to use for any tough quest because the truth is that if you can control the Encounter Top Deck, you have given yourself a massive advantage.  It requires him to exhaust however so I always make sure to put something in the deck that allows me to ready him in an emergency.

Gandalf is was also key to my success mainly for his threat control but he is expensive.  This is partially why I used Leadership, so that I could get Steward of Gondor and ultimately have enough resources to pay for Gandalf.  Its also an important card to get Grimbeorn the Old into play. One alternative is of course to use Sneak Attack to bring out Gandalf.  This is a dirt cheap way to leverage Gandalf but requires the drawing of two cards at the same time, not exactly a reliable way of doing it.  Steward of Gondor is a reliable card that helps with Gandalf and a lot of other things, so with Leadership to me its just an auto add most of the time anyway.

Finally I think Henamarth Riversong played an important roll, it was just that extra measure of control, Forest Snare can be helpful, though I didn’t use it for the Trolls, but more for controlling the board during the preparation portion of the quest in the first stage.  By the time your fighting the Trolls you shouldn’t need the snare, if you do, something has gone terribly wrong.  Burning Brand was also really important, the Trolls are tough enough without Shadow Effects.

The Victory

Beating this quest was not easy, my final score was 182, not exactly a massive victory, but the satisfaction of logging this quest was pure bliss.  It was a tough challenge, even with all the right moves the final stage is still tough.  Those Trolls are tough to beat and you still have to contend with the rising threat, questing and adds that can appear as you fight them.  In the end it was about keeping that threat under 34 and killing the Trolls one at a time.

As if Conflict At The Carrock was not tough enough, you can use these nightmare version of the Trolls!

The bet advice I can give when it comes to approaching any quest in Lord of the Rings but in particular this one, is that you have to pay close attention to your loses.  What is the root cause.  Is it threat, is it monsters, is it questing.  Identify it and then adapt your strategy to strengthen that portion of your deck.  I ultimately beat the quest because I didn’t “start over” with an entirely new deck each time I lost.  I simply went back to the deck and made small adaptions.  In the end it took over 15 attempts before I beat the quest, but now I’m certain I could beat it at least half the time which is about as good as it gets with a tough one like Conflict At The Carrock.

It was a fantastic experience, without question one of my favorite quests so far.  I hope you found this article helpful, good luck in your questing!

What Makes It Tick: Twilight Imperium Part III

Twilight Imperium has a lot of intricacy, just learning the rules can take time but actually learning the subtle long term impact of the very wide range of potential strategies, racial benefits, technologies, strategy cards, political cards, different resources and positions, just to name a few things, takes many… many plays.

There are however some established, classic strategic and tactical concepts that can always be deployed and while I’m not going to get too deep with the specifics, I have constructed a short list lof some of the top tips & tricks.

Mecatol Rex For The Win

The importance of controlling and denying control of Mecatol Rex, the central planet of the game cannot be overstated.  While most players will prioritize “production” and “military” instinctively, the truth is that in TI3, all players will ultimately build up military forces that will be fairly evenly matched.  More than that, war is a poor path to victory and even when facing a much smaller force, you will be sacrificing resources to go to war, weakening your position whether you win or lose the war.  This is mainly because TI3 is in the scope of things, is actually a pretty short game in terms of rounds.  Most games with experienced players will end somewhere between round 6-8.

Most inexperienced players will question the value of Influence and skip Mecatol Rex as a target until they realize that controlling Mecatol Rex is about a whole lot more than that.

Hence production is really about creating a line of deterrents, its like investing in the future mutual destruction of anyone who decides to go to war with you, but usually that investment isn’t going to be turned into Victory Points through an act of war.

The true defining and usually deciding factor of a TI3 victory will be the player who diversifies the best.  You need to have technology, resources, influence, command token advantage, fleet supply advantage, military strength and political/diplomatic control.

To that end Mecatol Rex is an amazing contributor.  Its a single planet that provides 7 resources (1 production and a whopping 6 Influence).  More than that though a wide range of secret objectives are only possible to accomplish through the control of Mecatol Rex, not to mention that its a platform of control as you can project your force from the center of the galaxy at any player.  Of course having 6 influence each round is amazing as it gives you political control during voting, its a core resource in several public objectives and its used in the secondaries of several strategy cards.  There are a lot of benefits to be had just by controlling the planet.

More importantly however is that simply by controlling it, you are likely denying several players the opportunity to complete their secret objectives (2 points) which is key since in the vast majority of games, a player that completes his secret objective will win the game.

Mecatol Guardians is a variant introduced in Shattered Empire, effectively NPC units that protect the planet it to make it harder to take…. this however is just a cat in a box.

Mecatol Rex as a result is a key, strategic position and a worthy investment in most games for you.  In particular controlling it early can create a stacking effect of benefits, the longer you control the better position you will be in.

Controlling Mecatol Rex is however not about space combat, its about ground combat and as such its all about getting ground forces on the planet.  Its unlikely that should another player or more typically players decide to take it from you, that you will be able to stop them.   Its a central planet, everyone will be able to get to it.  Invading someone on Mecatol Rex with ground forces however is a considerably more difficult task thanks to the logistics of moving troops, in particular if a defending player has really built up his ground defenses.  Hence taking control of Mectol Rex and keeping it in your grasp is key, even if you only control the planet.

Command Token Management & Stalling

All the resources, military and planning in the world will fail if you do a poor job of managing your most vital resource in the game, Command Tokens.  Without question the most common thing you will hear at the end of a TI3 game is about how someone would have one if they had just one more Command Token.  It cannot be overstated how critical action economy is in TI3, every move you make will cost you command tokens, you must conserve them, spend them wisely and do everything in your power to create a reserve.  If you find yourself playing a game of TI3 two command tokens at a time that you earn in the status phase, or praying that someone will kick of the strategy card that earns you additional tokens you are not only going to lose, you are going to lose horribly.

There are a number of really important conservation methods when it comes to command tokens but the topic gets fairly complex.  I think the simplest and most direct advise I can give is to simply ask yourself “Why am I taking this action”?

One of several races with an ability to stall by spending command tokens. While they don’t help to conserve, at least you get something for your expenditure.

Simply put, you want to make sure every time you put down a command token that its with a very specific purpose in mind that garners a clear benefit, preferably one that will lead to a victory point.  You want to avoid dropping tokens just to “stall”.  Aka you don’t want to pass, but you have no worthy actions to take.  Often, in particular in early parts of the round it may be more prudent to pass.  More commonly however you are going to want to stall.

Knowing that at some point (likely all the time) you will be in that situation, you really want to find and hold on to anything that would allow you to stall.  Whether its a racial ability, an action card, a strategy card or something else.  You really want to have at least a couple of ways you can stall your turn each and every round of the game, barring perhaps the first round as this is largely for optimizing expansion.

You might at this point realize that some races are better equipped to do this then others, some even have an outright “pass” ability like the Yssaril Tribes.  Well, this is exactly why the tribes are often referred to as “the best” race in TI3.  The ability to stall, is very powerful and comes in handy throughout the game and it’s squarely because of this ability to conserve command tokens.  You will need to stall often with every race, but command token conservation is all about not stalling by spending command tokens.

Arguably a race with a terrible start, command token conversation and building up reserves is your priority in such a case.

Perhaps the best method of conserving command tokens is to simply build up a big reserve, so that you can spare command tokens to stall with. Some races benefit from this in one way or the other,  like Federation of Sol for example gets a direct benefit for simply spending a command token (get 2 free ground forces) while other races have absolutely no default way to do this, building a reserve is more important for these races.  In some cases it’s absolutely vital and a first priority.

Projecting Mutual Destruction

I have already mentioned several times in previous articles that TI3 is not a war game, but do not be fooled into thinking that means that there will not be war, nor that you can skimp on the projection of your military force.  In fact, this is not only a priority but constant.  You must always be building up a threatening, versatile force, ready to strike and bleed your enemies.

That said, the purpose of this build up is not a prelude to invasion or as a part of an ultimate plan to win a great war, its actually to project a military that is strong enough that anyone who attacks you would be assuring your mutual destruction.  It should be clear that to attack you, is to wage a war in which there will be two clear losers.  Its kind of like two world powers building up nuclear weapons, if the war ever does happen, its over for the both of you.

War is usually not a great move, but some races are much better equipped then others for conflict.

The reason is simple, you are here to earn victory points and carve a piece of the galaxy that offers enough resources that getting more from the control of other players in not necessary.  The galaxy however is far too small for everyone to get their fair share and as such, its inevitable that some players will have no choice but to fight for their claim.  You want to make sure that you make a poor target and that someone else appears to be a much better one.

Creating a proper military defense is not just about “more units”, its about creating nets of impossible odds and”stupid moves” that must be made to invade you.  You want to make it costly and that means DPS in a net protecting your key assets, lots of throw away fighters to use as cannon fodder and plenty of shooty units, preferably upgraded with technology.  Don’t skimp on ground forces either, you want to make sure that even if someone manages to take control of space, they are still not going to get your planets.  Finally you want to make sure that you can always counter-strike, so position your units in such a way as to ensure that if any spot is attacked, you have the means to make an immediate counter attack resulting in your opponent losing his units and gaining nothing for it.

Is this easy to do?  No its hard, it takes practice and there are insurmountable variables that can effect the decisions that must go into this.  This can only be learned through experience, but the important lesson you should take away here is that, the goal is always a threatening, costly defense that can only be overcome through a stupidly expensive engagement.  The goal here is to discourage attacks in the first place.

A Weak Mans War

One final piece of advice is regarding the relative starting strength and dynamic starting positions in the game.  TI3 is not a fair game, in each game there will always be players who have a clearly better and clearly worse start.  You might think that starting of in a position of strength is good, but its actually not.  Weakness leads to alliances and cooperation, strength leads to hostility and ultimately war.  Being in a weak position means you have just cause to agitate the fragile peace in the galaxy.  Out of a weak position you want to trigger wars, but you also want to make sure that your participation is just a gesture.

Play the wounded dog, in fact the longer you can maintain the illusion of being out of contention for the game the better (real or imagined).  Always remember that wars are not won on the battlefield, they are won through diplomacy, politics and manipulation with the your enemies enemy.  There is no better method to ensure victory than to draw in two players into a conflict between them with the illusion that you are taking sides.  When playing from a weak position your goal is to always create conflict between players.  Point out the possible moves, the possible threats to each other, theorize about how people will act, what actions they might take and never be afraid to make some shit up.  Put doubt in the minds of everyone and stir chaos, distract the shit out of them and push them to make mistakes.

If you ever find yourself playing the Xxcha, stirring the shit is your top priority, they are the definition of a weak starting hand.

Weak positions typically mean smaller military and fewer opportunities, as such you must create your own options, but often as it so happens it can be impossible to recover from a weak position.  Its in these cases you really learn the most about how TI3 is really played.  Its a mind game, a game of guesstimating about what people will, might or can do.  When you aren’t a threat, no one can accuse you and say “hey your trying to distract us so you can sneak in the win”, often identifying a weak position of a player is not hard to do.  Hence your weakness becomes your legitimacy, there is a sense of “he has no reason to lie” in the atmosphere that surrounds a player in a weak position.  Leverage the shit out of that, force everyone to play their hand in the open by being observant and vocal.

Its hard to play from a weak position, but it might surprise you to know that of all the victories I have ever had, starting from a weak position accounts for about 70% of my wins.  The truth is that there are no weak positions in TI3, there are just perceptions of that.  Winning from a weak position is all about the spin and to win you must be the spinster.

How that was all helpful, see you guys next time.

What Makes It Tick: Twilight Imperium Part II

In our next TI3 article we are going to be talking about some theorycrafting surrounding this amazing epic.  We are going to talk about the meta game, table action, some do’s and don’ts and a few strategy tips to get you started all built around the theory of the Revenge Factor.

The Revenge Factor

The revenge factor is a concept that applies to a lot of games but no place is the theory more prevalent than in Twilight Imperium thanks to its rich political environment where everything is connected in one way or the other.

First lets talk about the theory itself, what is the “Revenge Factor”.  It basically breaks down like this.  In Twilight Imperium, almost every action you take is going to negatively effect someone at the table in some way.  Its a very confrontational game.  In a game of TI3 every player always has a general status of either being in contention or out of contention for the win.  While this status can change over the course of the game, the later the game becomes the less likely someone that is out of contention for the win will make a comeback and be back in contention.  This is important to understand because the revenge factor effectively kicks in when a players status changes from in contention to out of contention, whether imagined or real.

Lots of games have Revenge Factor elements, GoT The Card Game is another good example, in particular in multiplayer games. Be weary of injuring people in this game, if you put them out of contention, it doesn’t take much for someone to take you with them.

Another property of the Revenge factor is understanding that in Twilight Imperium, barring very unusual circumstances, you can always sacrifice yourself to take someone with you.  Basically if you realize that you are not going to win, you are likely still in a position to target someone and make sure they don’t win either through a wide range of actions, from playing cards, the way you vote in political rounds, using special abilities or just outright attacks, self-destructive or otherwise.

The Revenge Factor thus is the act of realizing that you are out of contention, identifying the person who caused you to be out of contention and then actively pursuing him/her and ensuring, while you won’t win, neither will they, aka, getting your revenge.

Anyone who has ever played a confrontational game like TI3 knows what this is, perhaps they call it something else but that element of “getting even” is always a prevalent force.  In TI3 this is amplified by the fact that there are so many ways to negatively effect someone at the table.

The phenomenon takes different shape depending on the player count, typically the higher the player count the more likely two players will find themselves in a pointless conflict that will put them both out of contention for the win.

The “Revenge Factor” is a very real thing and I find in almost every TI3 game I have ever lost, its been as a result of this table phenomenon.  In a lot of ways, its really not possible to win a game of TI3 entirely on your own in most circumstances, external events, alliances and political maneuvering in which you end up getting help, either willing or unwittingly is an absolute must to secure a win.  If someone is really gunning for you, willing to sacrifice their own potential victory,  victory for you is very unlikely.  Again, in most circumstances, their are obviously often exceptions but to really come to grips with this phenomenon you must both understand it, embrace it and vigilantly prepare for it.

There are many different ways to deal with the “Revenge Factor”.

First and foremost, be conservative in how you negatively impact people.  Simply lashing out randomly or negatively effecting someone just because you can, in particular if there is no benefit to you (no way to earn points for it yourself) is a sure fire way to become a target of someones revenge.  Avoid this.

A good way to do this is to always ask yourself a simple question.  How does this action help me.  If the answer is not “I will get a victory point as a result”, its usually not worth it, at least not during the early and mid game.  Things change a lot in late game where there might not be enough time to get revenge but we will talk about how to manage the end game very specifically in a later article.

This is a game about victory points, never forget this, this IS the only way to win. Swapping plastic in a war that does not yield VP’s out of spite is a sure fire way to lose the game.

The second way to avoid being the target of revenge is to anticipate and prepare for it.  Holding coveted cards like Sabotage, sitting on a Diplomacy Strategy card, creating neutral zones using military units, simply having a much larger military or even arranging a negative action through diplomatic talks with the player so he knows “ok he is going to do this so he can get a point, in trade for X or Y”.  All these things and much more can be done to anticipate or curve someone lashing out.  Understanding what a player could potentially do in response and being ready for it is important but be weary of screwing with a player who has a hand full of action cards, is within striking distance of a system you need, has more command tokens than you or is in position to help one of your other enemies at the table.  Action cards in particular can create a lot of chaos, you never want to be the target of someones action card wrath.  They can do a lot of damage and its a common strategy to stack your hand for just this purpose.

Finally and perhaps most importantly hold out negative actions for the end game.  A typical game of TI3 doesn’t end with a player getting that last and final point in the final round of the game.  It more often happens that a player scores 2, 3 or even 4 points in a single round.  Often referred to as “making  your play”, essentially the act of setting up a way to score multiple points in a single round so that players don’t have time to respond and are caught of guard.  If your sitting on 8 or 9 points in the final round, odds are you are about to play a round in which every person at the table is going to be trying to stop you, but if your sitting on 6 points people will assume there is plenty of time to deal with you.  Hence sitting on those big Fuck You actions until the right moment and then unloading to score big in a single round is the most effective way to ensure no one ever gets a chance to get revenge on you.

The golden rule in TI3 is that at 6 points you’re a threat in contention for the win. At 9 points, you’re just the guy about to get his ass handed to him by 5 other players.

Now that is not to say you should not make plays against people throughout the game, but remember the first part of this theory.  Players aren’t going to suicide it on you just because you play a Local Unrest on them in round one because they will still feel in contention for the win and won’t want to risk too much, but if you do something that really knocks them on their ass and they perceive that they are going to lose the game because of it, in particularly early or mid game, its a good chance you will have brought the wrath upon yourself and you will be dealing with a player taping your resources for the rest of the game on a suicide mission to take you with them,  making it difficult if not impossible to win.

Building political and economic power is a far better way to advance, then taking it away from someone else.

That is in a nutshell the revenge factor, know it, learn to love it and of course always be prepared to institute your own revenge should someone foolishly go after you.  Stack those action cards, arrange your military on the borders of your enemies and always be ready to pay them back 10 fold for their foolishness.  You really want to set this precedence at the table.  Everyone should know that, to screw with you is to unleash the demon, make them pay for coming after you and let them know that if they take you out of contention, your going to take them with you.

That’s it for today, hope you enjoyed the article and good luck!