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Fantasy Flight Games Twilight Imperium 3rd Edition
Brand | Fantasy Flight Games |
Material | Plastic |
Theme | Fantasy,Game |
Genre | Wargame |
Number of Players | string |
About this item
- Includes over 200 miniatures
- En epic board game of galactic conquest, politics, and trade
- For Ages: 14 +
- 3-6 Players
- 3-4 hours playing time
- Includes over 200 miniatures
- En epic board game of galactic conquest, politics, and trade
- For Ages: 14 +
- Number of Players: - 6
- Playing Time: - hrs
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Product information
Product Dimensions | 23.5 x 11.74 x 4 inches |
---|---|
Item Weight | 8.2 pounds |
ASIN | 158994206X |
Item model number | FFGTI03 |
Manufacturer recommended age | 13 - 15 years |
Best Sellers Rank | #763,327 in Toys & Games (See Top 100 in Toys & Games) #23,404 in Board Games (Toys & Games) |
Customer Reviews |
4.3 out of 5 stars |
Is Discontinued By Manufacturer | Yes |
Release date | August 30, 2011 |
Language | English |
Manufacturer | Fantasy Flight Games |
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Product Description
Product 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?.
From the Manufacturer
Shipping in massive (12 inches 24 inches epic-size box, this new giant-size edition of Twilight Imperium features 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 Twilight Imperium, gorgeous graphical overhaul, and an impressive full-color rules set. The Twilight Imperium gameplay has been refined and redone by original designer Christian T. Petersen. The new design features faster gameplay, and involves players in far more active game experience, with much less downtime. In addition, TI3 will include the new inches Race Cards, inches as well dramatic new approach to the structure of the gameplay itself using the new inches Command inches system. Twilight Imperium 3rd Edition is nothing short of massive epic release, and is destined to become classic for years to come. FFG has directed all its craft, talent, and energy into this massive production. Are you ready for another age of Twilight?
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CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
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Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on AmazonCustomers say
Customers like the quality, appearance and value of the board game. They mention that its a great way to keep all the players engaged, its incredibly huge and that the lore and story telling are told beautiful. They also like the value, and performance. However, some customers are mixed on ease of use, playability, and size.
AI-generated from the text of customer reviews
Customers are satisfied with the quality of the game. They say it's a great way to keep all players engaged, and it' s incredibly fun. The game is huge and combines the best elements of Eurogames, making it a truly epic experience. The shortening of the games and the addition of variety to the gameplay prevents it from becoming the best way to spend a Sunday.
"...must use the power on that card at least once, and while battles and combat work great it is amazing how the game uses these cards to manage actions..." Read more
"...in place that I believe greatly shorten the game and add variety to the gameplay, preventing it from becoming a slog...." Read more
"...abilities, all of the miniatures and sub-components of the game are just cool. I liked it so much that I bought both expansions...." Read more
"...It's good for those lazy Saturdays or Sundays...." Read more
Customers like the appearance of the game. They say that the lore and story telling are beautiful on the backs of each race card, it is rich and well thought out, and unique. They appreciate the sheer audacity of the scope of the product and the production, and that it is a truly epic and fantastic game. The plastic pieces are nice and the cards are also great quality. They also say that this is 'quite simply legendary'.
"...I enjoy the sheer audacity of the scope of the game and the production values are going to make you want to take a few pictures in the process." Read more
"...It is rich and well thought out." Read more
"This game is quite simply legendary. It's the kind of game that will be remembered forever in the world of big strategy board games...." Read more
"...The cards are small but are written big and clearly. The cards are also great quality and take quite a beating...." Read more
Customers are satisfied with the value of the game. They mention that it is a long game, but it is absolutely worth it and has amazing quality for the price.
"...reviews are correct, there is a learning curve and its worth every second you spend. The game is long, indeed its too long...." Read more
"...I can tell you it is completely worth it...." Read more
"This is a loooong, loooong, loooong game, but it is definitely worth it...." Read more
"...get the whole then ready for play, but It was worth the investment for the proportions...." Read more
Customers like the performance of the game. They mention that it's worth their extended attention, it creates non-stop intrigue and dilemma, and has great story telling. They say that the game itself goes really deep into a rich backstory for each alien race, and that the different types of aliens make the game fresh and interesting.
"...It can take as long as two days to play it but it creates non-stop intrigue and dilemma that keeps you seated to the end...." Read more
"...There's just enough of everything to keep this game fresh and interesting, and all the difference types of mechanics COMPLEMENT each other to make..." Read more
"...It really is a game that comes alive each time you play, and great story telling is the hallmark of a great game." Read more
"...The learning curve of this game is nasty but well worth the effort...." Read more
Customers are mixed about the ease of use of the product. Some mention that it's very complex and does not develop quickly for people who don't play often, while others say that the basic rules are pretty easy and it takes time to learn the details of the game. However, some customers say the game is super rewarding and takes a long time to play and requires some commitment from the player.
"...They took FOREVER to make a simple move. Telling people to plan their moves ahead of their actual turn will definitely get the game moving along...." Read more
"...It's great with long time friends and new acquaintances (and is simple enough that most with basic understanding of board games can grasp the basic..." Read more
"...in gaming innovations since Monopoly and the game requires some commitment from the player...." Read more
"...Rather, "Twilight Imperium" encompasses many different mechanics and ideas, and importantly provides many avenues to victory: Will you win..." Read more
Customers have mixed opinions about the playability of the game. Some mention that it is fun and great, while others say that it's very long and takes a lot of time to learn and enjoy. However, some customers also say that the game is absolutely worth it and that it takes ages to finish.
"...The gameplay takes much time for a normal person to learn and enjoy...." Read more
"...And as many people have pointed out, this game is LONG!..." Read more
"This is a loooong, loooong, loooong game, but it is definitely worth it...." Read more
"...The only CON I have for this game is that you need a lot of time to conclude it...." Read more
Customers are mixed about the size of the game. Some mention that the cards are easy to read and are big, while others say that the difficulty and length have been greatly exaggerated.
"...The game itself is big! I doubt anyone who stumbled upon it doesn't already know that...." Read more
"This is one of the most epic board games ever created. It is long (roughly 8 hours) and it can be overwhelming...." Read more
"...have a clear understanding of how the game operates, there is joy in how massive and how simple this game is at its core: Everyone picks a Strategy..." Read more
"...Everything about it makes it an epic. The board tiles are big and easy to read. The cards are small but are written big and clearly...." Read more
Customers are not happy with the addictiveness of the game. They say it is long and overwhelming.
"...It is long (roughly 8 hours) and it can be overwhelming. But if you have a solid core of gamers, it is also one of the most enjoyable...." Read more
"...It is a little bit much to handle if you are doing a casual party game." Read more
"Grandiose and Diabolically Addictive..." Read more
"Awesome Game. Extremely Addictive...." Read more
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The game itself is big! I doubt anyone who stumbled upon it doesn't already know that. But making a review for this game is hard because it's impossible to explain the effectiveness of every last rule and mechanic. Not to mention, the game comes with so much praise it's hard to write anything that hasn't already been said about it. So, for this game I'm going to do a "quick review" if you're just a little bit curious. From there, I'll divide the game by its component types and if you stick around you might find out why this game is so amazing.
"Quick Review": Twilight Imperium was designed by Christian T. Petersen, who currently resides as the CEO of Fantasy Flight Games. FFG is today's lead producer of theme-heavy games for serious board gamers. The game itself goes really deep into a rich backstory for each alien race. Twilight Imperium, however, takes a detour from standard FFG games because it combines various elements from "abstract games", "Euro games", and "American games". Also, it's not obsessed with selling you expansions and booster packs (even though it has a few). All in all, this game tries to deliver the most complete experience of controlling and expanding an empire that it can. And as many people have pointed out, this game is LONG! But the brilliance behind this game is keeping itself engaging for every player with as little downtime as possible and a unique experience every time with different strategies and play options that guarantee no two games will be the same.
"The Theme": The story behind Twilight Imperium describes an old empire ruled by a benevolent race known as the Lazax. The capital of their empire was Mecatol Rex (which you will set up on the board every game). While the galactic empire was wonderful, the Lazax did not foresee the rebellion that would wipe them out to near extinction. After an era known as the Twilight Wars each race divided and returned home to go into hiding. But after many years alone, several races begin to stir and an interest to seize the throne sparks a new age of galactic commerce that will make up the majority of the game. So while races could live in peaceful harmony or in brutal conflict, only one emperor can take the throne and the rest of the galaxy will bow to him or her when they do.
Deep and engaging, the story behind this game feels very Tolkien-esque. Maybe the biggest comparison is the way power corrupts people, as Tolkien and this game will teach you. But it is fun all the same playing as your race; being the clever and curious Humans or the peaceful diplomatic Xxcha for example. The sense of awe radiating from this game shows, because even though it might fit on a table you get a sense of space in this galaxy when you're either moving ships around or reading the flavor text about a planets backstory. If I could change something I would probably integrate something about common people because the game is about empires but you rarely worry about citizen revolts or whether you're a good emperor or not. But theme wise, this game deserves a ten out of ten.
"Abstract Game": Going over the components, the board is made of hexagon shaped tiles which represent planetary systems. This makes sense for a game that will be different every time you play. But to manage pieces on the board and take actions you will need the ever-useful Command Counters.
For a quick explanation, abstract game components are game mechanics that do not tie into the theme (if a game has a theme at all). But Command Counters are a nice way of simplifying down the number of actions you take, as you'll be limited by how many you have as well as how many have already been used. In the game you receive counters and you can spend them towards making your fleet size bigger, invading enemy systems or being able to pay for special strategy actions. Since you can't redistribute them during a round, it's important you know where to send them when you first collect them.
As I mentioned, they will determine the maximum size of your fleet. And also, you must place a Command Counter on a star system before you move in and attack because you won't be allowed to invade that system twice in one round. So despite what you think in the pictures, tactical strategy is vitally important to this game. And when you have Command Counters all over the board that's normally when players end the round because you can't have two of your counters in a space at any one time. While it all seems like complex mojo, it's actually an effective way of managing your empire that's really straight forward when you get the hang of it.
"Euro Games": When we get into the Euro game and American game part of the review it's helpful to mention that you don't see both mechanics very often in one game (much less ones that work together). But to give a quick summary, Euro games come from the battle-scarred Germans after WWII who didn't want their country associated with war. So in Germany, many games feature player cooperation with diplomatic solutions to problems that make more immersive game mechanics that are a true marvel.
Twilight Imperium's third edition was meant to combine the very best elements of Euro games and does it brilliantly. Because, at the start of a round, there are eight special strategy cards each player will choose. During your round you must use the power on that card at least once, and while battles and combat work great it is amazing how the game uses these cards to manage actions of a peaceful, strategic or even sinister nature. It's good to say at this point, you could win this game being a pacifist, but it's never totally a good idea to ignore your own defenses.
Once per round, the strategy card you pick gives you the power to either declare a truce, open up trade, restore strength to an exhausted fleet, reveal an objective to collect victory points, research technology or even change the rules of the game! Yes! That can actually happen! Choosing which of these actions you'd like to do before a round is crucial because they can be a real game changer, but it rarely distracts from the combat even though it is important. And to discover this mechanic exists in a game published by Fantasy Flight is quite shocking for a company that does very American-esque games. But the integration of this mechanic gives this game another ten out of ten.
"American game": Fighting and combat belong at the end of this list because this is stuff people are familiar with, even if they aren't board gamers. Ship stats, die rolling and player elimination are really things that define American games, even in simpler games like Sorry. But if I say combat is familiar in Twilight Imperium, don't misunderstand. It is still lots of fun.
Maybe one of the features that's more complicated than necessary are dozens of tiny rules regarding each ship, how they move and how they attack. Most of the technology you research also changes the stats of your ships, and the unique rules of whichever alien you choose can make combat between two players an awful lot to keep track of. It is also during combat that the game suffers a lot of downtime when you get to that one player who is planning his strategy like he is playing a game of Chess.
But I think making the combat sophisticated is part of the thing that makes this game exciting. You'll have tiny fighters, big dreadnoughts, troops for invading planets and the infamous War Sun! Taking the time to know your army is part of the secret to enjoying this game. Maybe a turn off for people is that all the combat can come down to getting better die rolls than other players, but there are some things even an emperor can't control during war. It's exciting, it's fun and it deserves at least a nine out of ten.
"Overall": Twilight Imperium can appeal to a great many people who have different ideas about managing an empire, since this game doesn't limit you to fighting or negotiation. If you're not destroying every player on the board, the real road to victory is being the first person to have ten victory points which you can receive by completing the various objectives and requirements given to you by the game. As some people have pointed out, the number of victory points received doesn't always match the difficulty of the objective you're trying to complete, but I still love Twilight Imperium.
I think whether you're in it to win or not doesn't distract from the epic experience this game has to offer. It can take as long as two days to play it but it creates non-stop intrigue and dilemma that keeps you seated to the end. And while it is a hard game to learn you'll find it becomes rather straightforward the more you play it and all those little rules will eventually fade behind a curtain of epic space-opera goodness. So if you're up for it this is an awesome game to play. Maybe one of the best ever created. So after you've played a few other practice games during your board game venture, check this one out and be amazed.
Axis and Allies But...Easier
Look, I won't lie to you and say there isn't downtime. Building units and combat especially can seem to take FOREVER as people are rolling all their dices and running calculations over and over to make sure they have the build points and don't run over their build limit and fleet limit (That's a lot to juggle when you are planning an invasion and racing against the endgame clock). However! There are multiple mechanics in place that I believe greatly shorten the game and add variety to the gameplay, preventing it from becoming a slog. For instance, when I ran my giant invasion at the end of the game, I played a card that had my warsun scour the planet clean, thus eliminating a massive land battle that would have taken at least 20 minutes. You might think that's an isolated event but no, in this game there are MANY cards that allow you to completely negate lengthy exchanges or greatly shorten them (a "game over" card for instance, or a card that renders someone's fleet unable to attack for a whole turn). Not only are these mechanics great for preventing a slog, not only do they add strategic depth, but they are also...really, really, REALLY fun!!!
So yes, like Axis and Allies there is a massive amount of research, fleet building, invasion, artillery fire, etc, etc, but despite the epic battles it all somehow feels a bit lighter and less headache inducing due to sheer numbers and math calculations.
If Axis and Allies and Cosmic Encounter had a baby...
That's how a friend described the game last night. Because subtle as your "race powers" are, they really give the game a lot of flavor. For instance when I played last night I got a war-monger race that had bonuses to fleet building. Combine that with early action cards and my secret objective, and I was handed a game-long agenda for conquering the galaxy. So what? That's the point of all strategy games right? Nope. This is a victory points game. I won a huge battle at the end of the game but LOST because I didn't accomplish enough objectives. And this, is what makes the game fun instead of frustrating.
I've played plenty of other games where the "best" strategic player who is really good at building resources and managing them, and calculating odds, wins every time. But TI3 has a political/action element which makes this kind of domination very difficult. Someone is winning by too big a margin? No problem, just pass some laws to handicap them! Want someone to win a decisive battle? Help them by playing action cards on their enemies!
Countdown to Destiny
There's a wonderful countdown/strategy card mechanic in this game that I wasn't ready for. It's implemented like Libertalia or Mission Red Planet but reminds me of Risk 2210 as well. Basically before every "over-turn" (master round that all the smaller rounds take place within) you take cards to determine future turn order, who gets "free" victory points, and what you special tactical abilities for the over-round will be. It's awesome because not only does it determine tactics, but it also allows you to beat your opponents to actions, or force them to go first. This is superior to bidding on turn order and REALLY makes this game strategic.
Balance is Key
Others have talked in great depth about everything that this game actually is, and you can always read the rulebook or watch an instruction video to figure it out, but all you really need to know is that this game combines mechanics like the ones I described (strategic actions, action cards, unit building, movement, battle), activation mechanic (strategic, fleet, and command tokens that set space and strategic action limits along with fleet limits), with wonderful political intrigue (voting on laws and such) in a way that makes this game beautifully BALANCED.
There's just enough of everything to keep this game fresh and interesting, and all the difference types of mechanics COMPLEMENT each other to make the overall game enjoyable. Even though your actions can be countered (or "zapped" if you will), you've always got some many things going on that it feels like a change of plan rather than an unfair total destruction of your plans (the game is not picking on you like you're playing Seafall, and no one was crying or angry during the game, no yelling and cursing at the evil game).
Conclusion
If you like grand strategy and sci-fi this is your game. Don't fear the complexity and playtime. It's not as bad as it sounds (I promise) UNLESS you try to play for the first time with a lot of players (5 or 6) who are all brand new. Start out with three players and do your homework. Learn how to play in advance, punch out the gazillion cardboard pieces and break all the plastic fleets from their frames (I'll admit, that's the thing I hate about this game the most, but you only have to do it once), and play a game with your two best friends.
Before you know it this will be one of your favorite games.
Top reviews from other countries
Reviewed in Mexico on June 9, 2017
I haven't picked up any expansions yet, but I've heard that they improve some aspects of the game, so I'll be looking into getting at least one of them ASAP.
From playing the game I've found it broadly balanced even with varying numbers of players. It is worth noting that in a 3, 4 and 6 player game players start equidistant from each other which gives a relative good balance of power. In a five player game some players start slightly closer to each other but this is balanced with a few one time bonuses at the start. When playing a 3 player game though it is easy for 2 players to gang up on one (this happened to me, but I was still able to win on victory points in the end).
Have players randomly pick races otherwise people complain they didn't get their favourite or one player always takes the same and learns only how to win with one. Broadly the races are balanced but I feel some special abilities are always useful whereas a number are situational. For example the "Universities of Jol-Nar" have an ability that allows them to get technology faster than anyone else; a massive advantage throughout the game. Conversely the "Mentak Coalition" get one minor single use bonus during set up of the game and their other ability which is stealing trade goods from other players only works if people have anything to steal in the first place.
Furthermore some races special abilities only become useful when you've played a few games and what on the surface looks a pointless or weak ability turns out to be very useful or even game changing.
The game revolves around taking systems, battling, completing objectives and negotiation etc. It's possible to wipe the floor with other players but still fail to win if you don't get any victory points because you've ignored objectives. There are three ways to get victory points; completing a secret objective (given at the start of the game, 1 per player) completing public objectives that anyone can do or using the "Imperial" strategy card which gives 2 victory points automatically.
During play players go in order of the strategy card they've picked. They're numbered 1 to 8, lowest goes first. All the strategy cards have different advantages and drawbacks. Some cards are seen as overpowered. The "imperial" card gives 2 victory points just for picking and playing it. In larger games this isn't unbalancing as the same person taking repeatedly is unlikely. During the 3 player game I played I was able to get the card a number of time allowing me to pull ahead of everyone else.
The later expansion sets released additional strategy cards some are mark 2 versions of the basic ones such as "Imperial II" which nerfs this effect others are completely new ones like "bureaucracy" or "leadership". You can mix and match the cards from the expansions leading to endless permutations.
In the basic game combat highly important and negation takes a back seat because everything is by gentleman's agreement as there are no formal treaties or alliances. Also there is very little to trade with/barter with. The expansion sets do add treaties, spies and a whole host of other things that add weight to negations.
Also most games have a technology race to build War Suns (think Death Stars) they roll 3d8 and hit on 3's meaning they dominate most battles and this gives a massive advantage to those who develop them first.
Overall I recommend the game but I'd also suggest checking out play videos and reading the rules on the official website before committing to buy. If you like a game with a lot of strategy this is for you.
Those in my group who love it called it Risk on Steroids, those who hated it called it Risk on Valium!
To get the most of the game before playing:
1) Have a group of friends who are good sports/not overly competitive - this game has the potential for Christmas day Monopoly tier arguments with the wrong mix of people.
2) Set aside at least 5 hours for the first game if you wish to finish it.
3) Get small food container boxes for all the pieces and separate them into races etc for easy of storage and set up.
4) Encourage anyone interested in playing to check out the free rules pdf on the official website to read up and check out some play videos on youtube.
5) Get some Fantasy flight mini American card sleeves to protect your cards you'll need about 250 in total (sold in packs of 50).
6) Download the free FAQ which clears up a few poorly worded rules.
To get the most of the game during playing:
1) House rule a time limit for making moves; 5 minutes is more than enough I would suggest for new players.
2) Follow the rules about race selection DON'T let people pick their races. It unbalances the games are can cause ill feeling for those who don't get their pick.
3) To speed the game up it's suggested players get cards, pieces and tokens they need ready while they wait for their turn e.g. if in your turn you will take a neighbouring empty planet find the corresponding card for that world ready so you don't waste time looking for it.
4) Ignore all the advanced rules, options and expansion set until you're conformable with the "basic" game. Don't cherry pick any advanced rules it unbalances the game and will lead to disagreements later.