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Twilight Imperium (Anglais) Jouet – 22 février 2005

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Jouet, 22 février 2005
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L'Âge Sombre touche à sa fin. Durant des siècles, la galaxie est rester dormante. Mais aujourd'hui les peuples ont recouvré une partie de leur grandeur passée. Les signes du changement sont partout. La galaxie s'éveille. Bientôt un nouvel empire naîtra. Pour le salut de tous, faîtes que le nouvel Empereur ait non seulement la force de se saisir du trône, mais aussi de conquérir la paix. Sans cela, je crains que nous soyons tous noyés dans une mer de désolation. Twilight Imperium est un jeu de conquête, de commerce, de diplomatie et de politique. Chaque joueur incarne le leader d'une des 10 grandes races de la galaxie. Ne disposant au début que d'un seul système, d'une mince flotille et de technologies ancestrales, chacun doit mener sa civilisation vers la domination de la galaxie. de 3 à 6 joueurs à partir de 14 ans 3 - 4 heures

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Cet article est sujet à des avertissements et consignes de sécurité spécifiques
  • Attention: Ne convient pas aux enfants de moins de 36 mois
  • Attention: Contient un jouet. La surveillance d'un adulte est recommandée

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92 internautes sur 95 ont trouvé ce commentaire utile 
Review and Rule Changes 24 octobre 2005
Par Scott Potter - Publié sur Amazon.com
Format: Jouet Durabilité :    Educatif:    Amusant :   
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.
66 internautes sur 78 ont trouvé ce commentaire utile 
The greatest game you will never play. 22 septembre 2012
Par Mason J. L. - Publié sur Amazon.com
Format: Jouet Durabilité :    Educatif:    Amusant :   
Let begin with this: THIS GAME IS AMAZING!

It is phenomenal in every way. It balances really well and the rules, as copious as they are, are well thought out and intuitive. You can learn them with ease but it will take some time to get through them all. The game is also really fun and the theme is spectacular. The gameplay is so deep that it feels so much more sophisticated than any board game I've ever played. The biggest problem I have with the game is that it never leaves my shelf. The game is great and I recommend it for anyone with some other roommates that have similar schedules but the problem with the game is the length of time it takes to play.The product description says about 3 hours but that is, in my experience, way underestimated.Of the five games I have played, it usually took about 7 or 8 hours, the fastest game was 5 hours. That big chunk of time is just too much especially for 4 or 5 people to all be in the same place at the same time. If that is not a problem then I say you should buy it, but for 70 bucks, the one game that you might play just isn't worth it.
30 internautes sur 36 ont trouvé ce commentaire utile 
Some things you should know... 9 octobre 2005
Par David W. Casteel Jr. - Publié sur Amazon.com
Format: Jouet Durabilité :    Educatif:    Amusant :   
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.
8 internautes sur 8 ont trouvé ce commentaire utile 
Less A Game Than An Experience! 8 janvier 2014
Par Cody Carlson - Publié sur Amazon.com
Format: Jouet Achat vérifié
Fantasy Flight Games' "Twilight Imperium 3rd Edition" is quite simply the greatest space opera game you will find on the market today. No other game comes close to matching its sheer scope and its ability to suck players into its grand narrative. Players take on the role of one of several alien races as they vie for control of a dying star empire. An asymmetrical game, each race has different abilities that they can use to their best advantage. The game itself is not simply a wargame, not simply a game of area control. Rather, "Twilight Imperium" encompasses many different mechanics and ideas, and importantly provides many avenues to victory: Will you win through outright military conquest? Will you win through political domination of your opponents? Will you win by successfully engaging in trade and economic warfare? One of the things that makes "Twilight Imperium" so great is the many different choices you have throughout the game.

A cool mechanic is the strategy cards, which allow the person who chooses them an important advantage in one area, but allows other plays to do something cool too. This is a great way to keep all players engaged every round and making sure no one gets board on someone else's turn. This game does boast quite a few rules and concepts that you need to know, so it's not a game that you can jump right into, but if you are willing to invest the time to learn it you will be richly rewarded.

The thing that really makes "Twilight Imperium" come alive, however, is the epic stories that the game tells. You and your friends will love reliving the tension of each game during the post-mortem, and for years to come. It really is a game that comes alive each time you play, and great story telling is the hallmark of a great game.
5 internautes sur 5 ont trouvé ce commentaire utile 
NOT for casual gamers. 26 avril 2012
Par D. Nguyen - Publié sur Amazon.com
Format: Jouet Achat vérifié Durabilité :    Educatif:    Amusant :   
I first played TI more than 10 years ago. TI is Fantasy Flight Games' flagship board game and they have succeeded extremely well since.

I want to first say that this is a game that is NOT for casual gamers. It's pretty intense on rules, takes a lot of endurance to finish a game, and involves a lot of long term strategy. Despite all this, I love this game and there are plenty of other people who do. It's currently on its 3rd edition so this alone speaks of its popularity.

TI takes place in a galaxy where each player plays a different species and everyone vies for control of the galaxy. There are 9 different units you can build as part of your warring armada. You can cast political votes that will instill laws enacting permanent change in the game. You negotiate trade agreements that acquire trade goods for you to spend. Ultimately there's a ton of table talk constantly ongoing which means you're always engaged so there's little very downtime while waiting for the other players to finish their move. With all this, it'll take a few game for everyone to understand all the rules and everything that's ongoing.

For my players the 1st game we played I taught them to only play to 5 pts for victory, you normally play to 10 points. Our 1st game took us 5 hours to play! Despite this, the time never seemed to drag for any of us and we really enjoyed it a lot. Our next game we also played to 5 points but the game only took about 2-3 hours. A normal 10 point game takes about 4-6 hours.

So what's the conclusion? If you're a hardcore board gamer and know other hardcore board gamers, you should absolutely give this a try. It's really one of my favorite board games and I've played a ridiculous amounts of them. But it takes a lot of endurance and some really dedicated players to really enjoy this game. So be warned! Though admittedly for $100 if you can sit in someone else's table and have them teach you first this would be ideal before dropping a Benjamin.
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