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Twilight Imperium Review: Smaller, Less Detailed, and More Postive

November 6, 2005 by The Main Event

I bought Twilight Imperium based on my love of big epic games, such as Game of Thrones (also from Fantasy Flight) and a desire to buy a game as a form of escapism from my mind-numbing, short-lived experience in sales hell. I’ve since played it twice, and enjoyed both experiences, but there is something about that doesn’t quite sit right. I enjoy the multiplayer madness, the back-stabbing, the carefully planned attacks, and even a healthy duration to such a game. So, how do I reconcile my enjoyment and the uneasiness my enjoyment and sour feelings?

The game is very flawed. That’s the problem. The underlying concept of building galactic empires, managing fleets, conducting diplomacy, and scrambling for core world of Mecatol Rex is quite good. The problem lies in the rules book (more accurately bible). There are so many queer circumstances, unintuitive situations, weird provisos, and frustrating inconsistencies that its almost guaranteed SOMETHING will be done wrong during a game; it’s just a matter of damage control: How game-changing was the rules snafu? I have to say, as the game owner, I spent far too much time with the rule book open on my lap trying to discover things that should be obvious (who starts the game, do you get action cards to start the game?, how exactly does firing with deep space cannons work?).

I think my opinion is deeply tainted. I hate being the rules guy; my mind just doesn’t digest rules like some people do. Secondly, I love computer games like Civilization and Masters of Orion, but I never have had a satisfying multiplayer experience with them. Axis and Allies gave me a taste of a game with potential (as a game it sucked, but as an idea it always intrigued me) to satisfy my desire to empire-build with intelligent (relatively) people, rather then computer AI. The biggest problem Twilight Imperium has is not these rules nitpicks, although they are a pain. It’s the rudderless feeling the game has. You have a secret objective, one that is very difficult, but otherwise like any motivation to do anything other then build up and hoard resources in the beginning. Victory Points are a far-off thing, Secret Objectives should be nearly unobtainable and only through gross play errors are they allowed (most revolve around a central system, and most sane players don’t let someone sit there- that was a subtle dig at Dave and Justin).

Overall: Unfortunately, the quest ignited my Axis & Allies is likely something never to be completed. Twilight Imperium does a number of good things, there’s plenty of strategy and tactics, but too often I felt rudderless. The rules tend to box you in more then set you free. Overall the game gets a +25; so close yet so far from what I want.

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Filed Under: Board, Card, and Miniature Games, Editorial, Reviews

Comments

  1. joshx0rfz says

    November 6, 2005 at 8:52 pm

    what is this rating scale? sounds as convoluted as the game!

  2. The Game says

    November 7, 2005 at 8:15 pm

    Not so subtle when you call us out by name. Scott’s grabbing Mecatol Rex wouldn’t have mattered so much if he hadn’t of been the first player and allowed to get Imperial a second time. Also hard to attack someone in the center when they have their second largest fleet sitting close to your homeworld.

    It also turns out that we were ignoring alot of rules about tile placement during the Creation Myth phase… for example, no two red systems next to each other unless you have no other choice, and some weird rule about alternating having to play planet systems and non-planet systems. Another subset of rules that no one remembers.

About the Author

  • The Main Event

    The Main Event is an alumni of Dickinson College and The University of Miami Law School. Now a practicing attorney in Maryland specializing in Wills, Trusts, and Estates, he is currently publishing his serial novel The Great Game. Check out his author page, or download the first part of his serial novel entirely for free on Barnes & Noble, Smashwords, the Apple iBookstore, or for $0.99 on Amazon.

    Email: themainevent@critical-hits.com

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