12.13.2014

More Races of Twilight Imperium

We're gearing up for our second game of Twilight Imperium at the Château Wansbutter, which means another round of pre-game race selection. We're going to have seven players this time around, with many familiar faces from last time. Mr. Heiner is already plotting his revenge for my denial of his well-planned attack of last game. He's told our group "remember that shafting Nicholas, not necessarily winning, is the point of TI."

But I digress. Since we have more players, and I purchased the Shattered Empire expansion, I decided to add a few more races to the mix:


EMBERS OF MUAAT
In a word: Fire people
Background: Former slaves of the Universities of Jol'Nar; a race of living flames who must travel inside special suits when off-world, they seek to revenge on their former masters and a new regime of justice in the galaxy.
Pros/Cons: The start the game with a War Sun, can move through supernovas, their War Suns can spawn fighters without a space dock, good trade agreements, mediocre home system, start the game with a War Sun although the rest of their fleet is weak.
Style: For the cautious player who wants to be left alone in the early game (having a War Sun will have that effect on neighbours), yet able to play with some finesse as the Embers are not considered one of the strongest races.

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THE YIN BROTHERHOOD
In a word: Warrior Zealots
Background: Genetically-modified fanatic adherents of a bizarre cult centred around long-dead scientist named Darien who illegally cloned hundreds of his children in an effort to save his wife from a deadly disease who now seek to bind all to their religion.
Pros/Cons: Beasts in ground combat, can do kamikaze runs to destroy enemy ships, poor trade agreements, poor home system, very strong starting fleet.
Style: Another race for a very aggressive style of play -- really, these guys would have been well-suited to Greg's aggressive militarism of our first game.

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THE CLAN OF SAAR
In a word: Warrior Space gypsies 
Background: Genetically-modified fanatic adherents of a bizarre cult centred around long-dead scientist named Darien who illegally cloned hundreds of his children in an effort to save his wife from a deadly disease who now seek to bind all to their religion.
Pros/Cons: Have mobile star bases, can still collect victory points if their home system is occupied, gain bonus trade goods for capturing planets, good trade agreements, rubbish home system, good starting fleet.
Style: For a player looking to play a subtle and crafty game, utilising mobility and trade goods to gain influence in the galaxy.
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