| | |  | Jigsaw Puzzles | Home » » Twilight Imperium 3rd Edition | | | | | | | Description: | | An age of twilight shall once more spread across the galaxy. A broken empire shall once more be re-forged. Hidden powers from dark space shall come forth to make an ancient claim. War shall rage across space. Secret treaties, political whispers, and devious plots shall again echo through the halls of the imperial city on Mecatol Rex. TI3 is an epic empire-building game of interstellar conflict, trade, and struggle for power. Players take the roles of ancient galactic civilizations, each seeking to seize the imperial throne via warfare, diplomacy, and technological progression. With new oversize geomorphic board tiles, finely detailed plastic miniatures, hundreds of cards, and a massive plurality of options, TI3 will ship in a massive, epic-size box, with more than 200 masterfully sculpted oversize plastic miniatures - the typical TI units (Ground Forces, Cruisers, Dreadnaughts, Carriers, Fighters, PDS, and Space Docks) as well as two new units (the massive War Sun, and the Destroyer). TI3 contains new oversize board tiles, more than 400 cards, every known civilization of the Twilight Imperium universe, almost every expansion rule and component ever published for TI, a gorgeous graphical overhaul, and an impressive full color rules set. The TI gameplay has been refined and redone by original designer Christian T. Petersen. The new design features faster gameplay, and involves players in a far more active game experience with much less down-time. In addition, TI3 will include the new Race Cards, as well a dramatic new approach to the structure of the gameplay itself using the new Command system. Are you ready for another age of Twilight? | | | Features: | |
• Includes over 200 miniatures
• En epic board game of galactic conquest, politics, and trade
• For Ages: 14 +
• Number of Players: - 6
• Playing Time: - hrs
| | | Product Details: | | | Product Length:
| 4.25 inches | | Product Width:
| 23.25 inches | | Product Height:
| 11.75 inches | | Product Weight:
| 1.0 pounds | | Package Length:
| 23.3 inches | | Package Width:
| 11.7 inches | | Package Height:
| 4.1 inches | | Package Weight:
| 8.2 pounds | | Average Customer Rating:
| based on 22 reviews |
| | | | Customer Reviews: | |
Average Customer Review:
( 22 customer reviews )
Write an online review and share your thoughts with other customers.
Most Helpful Customer Reviews
59 of 60 found the following review helpful:
Review and Rule ChangesOct 24, 2005
By Scott Potter Twilight Imperium is one of the best games I have ever played. As a student at college, my friends and have 1-2 board game nights per week; with Twilight Imperium and Acquire being the most played games. I would highly recommend this game, though the learning curve is rather steep (an hour at to learn the rules) and the game takes a long time to play (4+ hours). If you are looking for a conquest game like RISK, stop reading now. Twilight Imperium is based on maneuvering, preparation, and diplomacy with few significant battles in the game.
The game is played to victory 10 points and unlike most war games, conquest is not the only means of victory. Points are acquired through capturing planets but also "researching" technology, and political decisions. The method of determining turn order is also quite original. Each player chooses a card (1-8) which in addition to being the order in which the players play, gives each player a special ability for that round. To further add interest each card has a secondary ability which all the other players can use when the player owning the card uses it. As a result not only are broad discussion (like conquest or technology) important but every turn can be critical as the players ability to ace often depends directly on when and how the other players act. This may seem as if it would slow the game, but a restriction on how many turns a player can take per round keeps the game moving nicely but keeps strategy extremely important through out.
This is not to say I don't have a few complaints about the game. The first couple of times we played we noticed some imbalances which led to certain having a definite advantage and the game always trending in the same way. There are 3 ways to get these points. Every player can complete common objectives, a new one being revealed each turn. A player gets 2 points every time they get the 8 card, and a player has a secret objective which can be worth two points. Our problem was that everyone accomplished the same common objectives. Because the 8 is so valuable, whoever went first had to take the 8, the person on their right then always took the 1 (and so they chose first next turn), so they could get the 8 next turn. Anyone who failed to follow this pattern automatically became 2 points behind, and never could catch up. The result is that there is little strategy to taking the 8 or the 1. Finally the secret objectives vary greatly in difficulty. As a result players who got easy secret objectives, or got to go first were far more likely to win. In fact in our first 3 games (5 players), the player who went first won 2 of them, and the only player that completed his secret objective in the 3rd game, won that one. At this point we were ready to give up on the game but instead we played around with the rules and came up with a slightly variation which greatly helped improve the game. If you do buy this game I highly recommend trying this variation after playing the normal rules a couple of times.
Rule Variation: Many of these rule variations were taken from the Twilight Imperium Rule Variations which can be found (...)
1) The 8 card's text has been modified to the Game Option: Ancient Throne which gives a player 1 point for controlling Mecatol Rex. This modification greatly increases the strategy in choosing the 8 or 1.
2) Long War Variant: Play to 14 victory points. This will be necessary due to rule change # 3.
3) A player receives 2 victory points if they capture a planet in an opponent's home system. A player may only get points for a home system once. If the owner of the home system was not in control of the planet when it was captured this is reduced to 1 point. The reason for this rule was to encourage conquest (something that was seriously lacking in our previous games). The point reduction rule is to help prevent two players from allying to take a home system (since one of the players will not get all the points).
4) Every player receives 2 secret objectives. After creating the board but before the first turn each player must choose and discard one of them. This rule helps reduce the problem of unbalanced (in terms of difficulty) secret objectives.
5) You may only complete public objectives if you control all the planets in your home system (you may complete other objectives however). This allows players to slow down a player who gets too far ahead.
6) Destroyers get 4x Anti-fighter barrage. Destroyers are the weakest units in the game; this makes them a little better, but still hardly worth using.
7) The common objectives are laid face up on the table (you may still only complete the first after the first turn, second after the second, etc). This reduces the luck involved near the end of the game, as every one knows what is coming.
8) Technology can be purchased with influence or resources (but no combination). This rule helps balance the planets so everyone has more equal resources.
These rules seem to be very effective. While most players still get all of the common objectives, winning the game now depends on controlling Mecatol Rex, completing secret objectives or taking home systems. Players have been very successful using any combination of these three methods, and no race has done better or worse than any other. While these may seem to lead to large amount of conquest, this has never been the case, with only 3-10 major battles occurring in 4 player games.
20 of 22 found the following review helpful:
Some things you should know...Oct 09, 2005
By David W. Casteel Jr.
"Player and knower of all things gaming"
Twilight Imperium is a space conquest board game with many different ways to win and numerous things that make it new and different every time you play.
You can win one of any three ways in TI. You can win by conquering all of your opponents(much like Risk), by accumulating points(much like Settlers of Catan), or by some random game events that come up in cards that are drawn occasionally.
This game has 10 races that you randomly choose from at the beginning of each game. The "universe" is made up of 30-40 some odd hex tiles that are randomly placed to create a unique and changing universe every time.
The game supports 3-6 players, each having their own unique color, counters, 60+ unit pieces, markers, tokens, etc. All of the pieces are made of a very thick cardboard stock and are quite sturdy. They seemed to be covered in a canvas type material making them moderately water resistant. The actual unit pieces are a medium hardness molded plastic making them tough as well as being well detailed. A typical game takes 3-4 hours. The learning curve is moderate to high and for that reason it is recommend for ages 14+, the numerous small pieces DO represent a choking hazard and the game is not recommended for small children up to age 3.
All in all, this game is AMAZING. It feels like an epic adventure every time! I haven't been this happy about a purchase in ages, so go out and give Twilight Imperium a try, you'll be glad you did.
6 of 7 found the following review helpful:
Make the Universe Yours!May 09, 2008
By T. Hooper
"thdizzy"
Twilight Imperium is an amazing experience. In this game, 3-6 players take on the roles of alien races in a crumbling space empire. It is the goal of all players to re-establish the empire and claim the throne. In order to do this, other players must be destroyed (or at least put off). Of course, space combat plays a large role in this game, but this is not just a game of space combat. Diplomacy, trade, and politics are also portrayed in the mechanics of this game. The thing that I really like about this game is that there is a psychological side as well--how well you succeed will sometimes depend on how well you can convince other players that what will benefit you will benefit them as well.
I highly recommend this game. However, there is one thing to be aware of when you purchase this game. It takes a fairly long time to play, especially for new players of the game. I would recommend budgeting 6 hours at least for your first game. If spend that much time on a boardgame doesn't appeal to you, then this might not be the game for you. However, every time I play this game, I have a blast. Also, unlike many other boardgames, you'll be talking about the strategy of the games you play even weeks after the game is finished. This is where I think this game really succeeds--every game creates a story that the players really get into. So, if you'd like to take a chance on an epic game, you can't go wrong with Twilight Imperium.
5 of 6 found the following review helpful:
Check for better pricesJan 31, 2009
By Vin B
"Rogue V"
This is a good game if you like long strategic board games, just be sure you allow a few hours for your first play through or have a place you can leave the board set up for a couple of days if you only plan to play for an hour or so at a time.
The main reason I'm commenting is the outrages prices you will see this game marked at on sites like Amazon and eBay. This is not a $200 to $300 game. It is commonly available all over the U.S.A. at toy stores like Toy's R Us for about $80. And if you shop around you can sometimes find it at local hobby shops for 10-20% less than the toy store prices.
It is still in print and quite common at the time I'm writing this review. So don't believe the overpriced hype that this is some ultra rare game worth $300+
2 of 2 found the following review helpful:
A Fantastic "Marathon" GameAug 19, 2010
By DeeJaye6 I start this by saying that if you are not a fan of marathon games (those taking 4 or more hours to play), you will probably not like this game. However, if you like games that combine exploration, combat, trade, technology trees, and diplomacy in a game that has virtually unlimited replayability, the hours spent playing will go by so fast your head will spin!
There are ways to set up the board for 3, 4, 5, and 6 players, and the "board" is composed of sturdy cardboard hexagons beautifully printed with planets, starscapes, asteroids, novae, etc. The ships are all identical from player to player except for color, but the detail is amazing! And with ten species to choose from, each with their own individual strengths and weaknesses (the game recommends they be handed out randomly), along with the random tile setup of each board, there is a statistically improbable chance to ever see the same game twice! Add to that the factor of which tech people will research in a game (do I want better combat ships, or more productive colonies?), which action cards will come up for voting, and just plain human chaotic nature, and it makes it even more fun!
There is a learning curve, but no more so than with most, and if even one person (usually the owner) knows the rules, you can be underway in about 15 minutes (board setup included). Now, the first time the box is opened, you will have a task of popping the ships off their plastic trees (be careful with the carriers; they can twist the wrong way and break, I've heard!), popping the galaxy tiles out of their cards, and then popping out hundreds of chits from their trees. This can take a little while.
As the species in the game have their own planet(s), chits, and other race-based items, you may find it useful to put each species card (and sundry items) in large Zip-Loc bags for fast setup. Of course, this means a slower cleanup when the game is over, but believe me, the next time you want to play (and you *will* want to play again!), you'll appreciate what you did at the end of the last game! (That, or you'll be cursing yourself for not doing it!) ;-)
See all 22 customer reviews on Amazon.com
| | |
|