Achieve Glory with Twilight Imperium

Twilight Imperium is, simply put, a science fiction based board game. The goal of Twilight Imperium is to eliminate all other players, and there are many paths to victory, but only one player will win the game.

Alien Races

Each player controls between two and six unique alien races that offer different play styles and strategies. Each race has their strengths and weaknesses as well as special abilities that can be used throughout the game.

Among the seventeen races available for play are “the Federation of Sol,” “the fearsome, machine gun-toting Barony of Letnev,” and “the graceful, psychic Yin Brotherhood.”

When setting up the game, players place their home system on one of sixteen locations on the map. These locations are home to various planets, which are used for producing units, science, culture, trade goods, activating special abilities and for determining who goes first in each round. Each player then takes turns placing their other home systems on any of the remaining unoccupied planets around the map.

Lead Your Troops To War

At its core Twilight Imperium is a war game. The science fiction setting allows for battles to take place in outer space. The board is modular, allowing the players to constantly add new systems and wormholes to the map leading from one system to another creating a unique galactic map each time it is played. There are two main types of units, warships and leaders . Warships have a variety of statistics including combat strength, command points, and hit points. The number of command points a ship has determines the maximum number of other ships that can be commanded by a leader or admiral attached to that unit. Leaders have a variety of statistics as well though these are focused mainly around science, culture, trade goods production, politics and special abilities.

The science fiction setting also allows science to play an important role in the game. Each player is given science points at the start of each round, with science points gained during the round based on what you control and where it is located. Science can be used to activate special abilities , upgrade units, or research technology.

Technology offers a variety of bonuses including science production , culture production , and combat upgrades.

Game Culture

Culture is another important aspect of the game. When a player first gains control of a planet they place one culture counter on it and receive one point for each other counter on the planet. Culture counters can be used to purchase trade goods, science, units, technology upgrades , activate special abilities , or commission science and culture ships . Trade goods can be used to activate special abilities , upgrade units, science, culture, or provide bonuses at the end of the game.

Galactic Politics

Each player receives an amount of politics tokens based on their political standing with other players at the beginning of each round. At this point each player may use some or all of their tokens to issue edicts . These are actions that provide immediate effects such as science, culture, or combat boosts. If a player has any secret objectives they may place one of these on the board at this time as well.

Combat is not played out with dice but rather through targeted spending of command points by players involved in a battle. When one player is attacked by another, they choose how many of their units will defend the planet. The attacker then does the same for any units that are attacking from outside the system. Each side spends command points equal to the number of units they have in play in order to attack. After this is done, both sides add up their combat strength and science (if any) and apply the results. If one side has a higher strength than the other, that player wins the battle and must remove an appropriate number of units from the defender’s control.

The battle is over at this point unless both sides played at least one science card in which case there is a science phase. In this phase science points are spent by both sides to activate science cards. This determines the science value of science ships for this battle. Each science card provides a science value which is added to the science value of any science ships involved in the combat. The side with higher total science wins, destroying any units that don’t have enough science to match the enemy’s total science.

After a round is over, players receive science points, command counter refresh, and income. Players must spend science points to activate science cards. Command counters are spent on the various types of actions in the game. Income is then provided based on controlling systems and trade goods. A new round then begins with players receiving more command counters, science points, trade goods, income, science cards, and secret objectives. All of these elements are replenished until one player has eight or more command counters . At this point the game ends at the end of that round with science points being spent to buy technology upgrades .

The Spacecraft Choices

There are three types of science ships in the game: research carriers , science vessels , and science battleships . Science battleships are pure science where science vessels allow science to be used for both science and culture while research carriers convert a combat victory into science points.

The game ends when there is only one player with command counters remaining, all other players having been eliminated. At this point the player with the most Command Counters and science points wins.

At the end of the science phase science ships have science added to them from science cards played in combat, science bonuses from technology upgrades , and their own science value which is determined by how many science symbols are on the ships.

No two games of Twilight Imperium are the same. Buy Twilight Imperium today for many exciting game nights with your family and friends.

 

Risk: The Ultimate Game in World Domination

Arguably one of the most popular board games of all time, Risk deals with one simple mission: world domination.  In the world of Risk you’ll control territories, attack other players, and move your armies all around a giant game board representing a map of the planet Earth.  With complex strategies, shifting alliances, and a lengthy game time, Risk is the ultimate board game for the most hardcore gamers.

Troops, Territories, And Missions

Risk is set up with a large tabletop board showing a political map of the world.  The six continents are divided into 42 territories on which players will deploy their armies and fight for occupation.  Each player gets a set of colored tokens that represent their troops, while players collect territory and mission cards to aid them in their mission of world domination.  There are many elements to keep track of in Risk, but the rules are relatively simple.  Hardcore gamers will definitely love the complex level of strategy that comes with the game.

Rolling The Dice

Each turn gives you an opportunity for conquering new territories.  Whether you choose to attack, move your army, or pass, you’ll have to have all of your wits about you to avoid losing your last territory and facing elimination from the game.  Attacking involves the element of luck, as your success depends on how high you roll the dice.  You can attack as often as you want, and you’ll win bonus cards for every enemy territory you successfully take.

Allies Vs. Enemies

Strategy is the key element when it comes to playing Risk, as you cannot win without being able to think three steps ahead.  Defend your territories by building up your border armies, but watch out—your enemies may be doing the same in order to launch an attack.  If you gain control of an entire continent, you win bonus reinforcement armies that push you one step closer to taking over the world.

Alliances are a common optional element of Risk that can make gameplay even more intriguing.  Because there are no official rules regarding alliances, players can stab their allies in the back at any time.  Your loyalty depends on your long-term strategy, as only you can decide whether or not an alliance will work to your advantage.  Many a friendship has been ended over a Risk alliance gone wrong, but ruthlessness is the key to winning the game!

Variations of Risk

Risk was released in 1959, so there have been countless later editions released over the years that put a new spin on the game.  Castle Risk was the first variation, narrowing the game down to feuding castles in ancient Europe.  Risk: 2210 A.D. went in the opposite direction of time, launching players into a futuristic war fighting over moon and ocean territories in addition to dry land.

For the elf-lover in all of us, Risk: the Lord of the Rings sets the battle in northern Middle-earth.  This variation features beloved characters such as hobbits and orcs fighting it out in a magical arena.  From popular video games such as Assassin’s Creed to the Marvel Cinematic Universe, there’s no shortage of Risk variations that will put a fun and unique spin on this classic game.

Conquer The World At Your Own Risk

Risk is definitely one of the more complex games out there, although it is still suitable for ages 10 and up.  You may want to work younger kids up to playing Risk by starting with simpler games to help them develop concepts like strategy.  Still, Risk is an integral component of any game collection that can easily fill an entire game night.  Game time usually lasts around 2 hours, but games of Risk have been known to go on for days depending on the amount of players.

If you love games that feature multiple players and require you to build innovative strategies, you’ll love Risk.  There’s a reason that it has been able to maintain its popularity over the last 60 years, as its simple premise and potential for complex interactions can appeal to everyone.  Consider adding Risk to your arsenal and experience the thrill of conquering the world!

 

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