Sunday, March 9, 2014

Tabletalk: Strategies in Twilight Imperium

Tabletalk: Strategies in Twilight Imperium — Blue Ink Alchemy

The Strategy Cards, as compared to an ordinary Reference Paw.
The galaxy is a dangerous place, Your Excellency, and it is always changing. With the Lazax Empire gone and so many leaders vying for power, the situation is as mutable as the stars themselves as they wheel in their courses. If you mean to prevail, you need to draw back from the tactical view and see the galaxy as a whole. You need to plan around and ahead of your opponents. You need the right strategy. Last week, we discussed the very basics of Twilight Imperium, in the form of Tactical and Transfer actions. But I also mentioned these large, trapezoidal cards that determine the order of play in a given round. These are Strategy cards, and they have a pretty large part to play as the game progresses. As previously discussed, you can activate your Strategy card when it's your turn instead of taking a Tactical action or using an appropriate Action Card. It does not have to be the first thing you do in the round. It is also worth noting that you cannot pass your turn until after you've activated your Strategy for the round. I'm going to go over the broad categories of each Strategy, and then highlight some specifics from the expansions. Note that most of these cards have primary and secondary abilities. While the primary ability usually applies entirely to the player using the Strategy, other players can use the Secondary ability, in clockwise order from the active player, usually by spending a Command Counter from their Strategy Allocation area. What follows is a breakdown of all 8 Strategies, what they do, and how you can benefit from taking the card in question.

1 - Initiative/Leadership

In most circumstances, the biggest benefit to taking this Strategy card is that it allows you to go first in the round. In the base game, Initiative lets you claim the Speaker token, which means you also go first when choosing the Strategy next round. It also saves you Command Counters when executing secondary abilities on other player's Strategy cards. Leadership, on the other hand, grants its user new Command Counters. The secondary ability lets all players spend Influence to pick up more, including the active player.

2 - Diplomacy

There are times when words are more powerful than weapons. Diplomacy allows the player to ease some of the pressure they may be feeling from their opponents in a direct fashion that does not involve combat. The basic game lets the player force a peace between themselves an opponent for a round, and allows the other players to refresh previously exhausted systems. The expansion's Diplomacy II instead allows the active player to establish a Demilitarized Zone for a round, marking a system so that NONE of their opponents can activate it. The card also allows for the peaceful annexation of an unoccupied system.

3 - Political/Assembly

Ah, politics. A process simultaneously more civilized and more vicious than warfare itself. In Twilight Imperium, there is a deck of Political Cards filled with agendas from bans on weapons research to dispensation of resources to another player. The basic Political Strategy lets the primary player manipulate the deck after they resolve the top card, as well as providing Action Cards and Command Counters. Assembly, on the other hand, offers the active player the choice of taking the Speaker token for themselves while naming another player to resolve an agenda, or resolving one of their own agendas while naming someone else as Speaker. This is also where players can refresh planets when using Assembly. And then, there's the option for Political Intrigue, which I will go into next week.

4 - Logistics/Production

Since the role of the Logistics card (providing Command Counters) is taken by the Leadership card in the expansion, we have Production instead. The active player gets to produce units at one of their space docks without activating the system. The secondary ability is similar, but limits production capacity. It's a very straightforward Strategy.

5 - Trade

The base game of Twilight Imperium and each of its expansions all have different versions of this Strategy. In all three of them, players negotiate to exchange Trade Agreements, and collect Trade Goods from those agreements to supplement their resources. The base game is a bit harsh in that players using that card's secondary ability must spend one of their precious Command Counters to get the goods. Shattered Empire does way with that portion of the card, and seems rather friendlier. Shards of the Throne includes Mercenaries in its Trade Strategy, and I'll give a primer on who they are and how they work next week.

6 - Warfare

War in Twilight Imperium is all about Tactical Actions, moving your fleets and armies into position for the perfect strike. The basic Strategy card lets you take back one of your Command Counters used for a Tactical Action, allowing you to use it again elsewhere, while secondary players can move some of their smaller ships. Shattered Empire instead introduces us to the High Alert token, a far more visible way to get your point across. Placing a system on High Alert means all ships in that system get bonuses to movement and space combat. The token can move with the fleet at the player's option, or it can remain there as a deterrent for any potential invaders. Secondarily, the improved Warfare Strategy lets players move ships, regardless of class but limited in number, without activating their destinations.

7 - Technology

This Strategy Card is how players expand the technological repertoire of their burgeoning empire. The card in Shattered Empire lets the primary player do so more quickly, while the secondary ability is cheaper for the other players. There is a simplified tech tree I'll make available to you, courtesy of someone over at Board Game Geek. You may find it useful for planning purposes.

8 - Imperial/Bureaucracy

Twilight Imperium is won by its Objective Cards. Some of them are Public Objectives anyone can claim if they meet the requirements, while others are Preliminary or Secret Objectives specific to the individual player. The Imperial strategy lets the active player reveal one of the Public Objectives, then grants them free Victory Points, while the secondary abilities allow for the production of units. Bureaucracy, on the other hand, grants no free Victory Points but instead lets the active player manipulate the Public Objectives, and lets them score one if they can, something not normally possible before the end of the round. This allows for more flexible and, arguably, more fair play, while keeping up the pace of the game. Which is important when the game takes up your entire day. With this knowledge, you are now prepared to play most of the game! All that remains is to break down some more specifics. Next Week: Getting The Most Out Of Your Minions - Leaders, Representatives, and Mercenaries
Blue Ink Alchemy

Tabletalk: Tactical Actions in Twilight Imperium

Tabletalk: Tactical Actions in Twilight Imperium — Blue Ink Alchemy

Courtesy heidelbaer.de
Greetings, Your Excellency! You have been chosen to lead your people towards victory on the galactic stage. The Lazax Empire has been overthrown, and Mecatol Rex is yours for the taking. Perhaps. You must command vast armies, immense spacecraft, ambassadors, trade envoys, and the very industries of the planets of the former empire to defeat your noble rivals or, at the very least, beat them to the punch. Fortunately for you, I am here to help you. I am your humble tutor, and this is Twilight Imperium. Twilight Imperium is an expansive board game, for between 3 and 8 players, that is best described as a space opera in a box. Each player assumes control of one of the races who were formerly a part of, or interested in usurping, the Lazax Empire. From your home system, in one of the galaxy's corners, you will head out to achieve objectives, gather resources, build your forces, and defeat the other players. The first player to a designated amount of victory points is the winner! If you want to sit down with your friends and create your own science-fiction epic, vying for power and making backdoor deals to achieve your aims, this is the game for you. Just... put aside a day for it. Yes, an entire day. Maybe more than one if you have 8 players. But we'll get back to the timeline later; let's talk about how you play.
For this tutorial, we will use the Federation of Sol.
Each player, including you, will get one of these command cards. It's a reference sheet, a repository for the various counters you'll need, and a description of your race, its background, and its mentality. When the galaxy is mapped out, which is a mini-game in and of itself, one player will start the game with this, the Speaker token, indicating that they kick off the start of a round of Twilight Imperium: the Strategy Phase. Starting with the Speaker, each player chooses one of these eight overarching Strategies. I'll go over them in detail in a future session, but all you need to know for now, is that the Strategy cards determine the order of play for the round. So, if you choose Initiative (or Leadership, if you're playing with the expansions, which you should), you will go first in the round, even if you are not the Speaker. But regardless of where you are in the turn order... what do you do when it's your turn?
Strategy Cards, as compared to an ordinary Reference Paw.
The answer is simple: one of four things. You can execute a Tactical action, Transfer forces between friendly systems, pull the trigger on your Strategy, play an Action card that designates you can play it 'As an Action', or you can pass. The round is over when all players have passed, and a new one begins. But let's go back to that Tactical action, which is the beating heart of Twilight Imperium, the thing that keeps the game moving and slowly paints the galactic canvas, one brush-stroke of starlight at a time.
These are a few systems that could appear in your galaxy. Let's say you have forces at Jord, your home system, and you want to move them to the Tiamat/Hercalore system. That takes a Tactical action. Take one of your Command tokens from the Command Pool area on your command card, and place it on your target system.
  This is called 'activating' the system. You move your space forces first, possibly into a hail of defensive fire from Planetary Defense installations, and dealing with any combat in space. Then, you may move your forces from your fleet onto the planet, possibly with bombardment, and even more defensive fire, and engage in invasion combat. Once that's done, you get any new planet cards you've acquired (face-down, so you can't use them this round), your turn is over, and play proceeds. That's a hostile system movement; how about if you have a friendly system to move to? Or build from?
  It's similar to hostile movement. You activate the system, move in your fleet and forces, and then, if you've controlled the system since last round, you can build a space dock there. If you already have a space dock, you can build other units here, up to a limit imposed by the industrial capacity of the planet the dock orbits.
  To build, you have to exhaust (turn face down) systems with resources equal to the cost of whatever you're building. In this example, we're going to build two Cruisers at Jord. To pay for these Cruisers, each costing 2 resources, we first activate the system our Space Dock is in, and then exhaust Jord by turning it face-down. If Tiamat or Hercalor were ready, we could use them to build more ships or forces, but since we just got them this round, we can only exhaust Jord.
You can also do this as part of a Transfer action. Transfer actions are almost identical, but allow you to rearrange forces between two friendly systems, and build in one of them, but it consumes two of your command counters. And you need to keep that in mind, because you do not get these counters back. Not directly, anyway. This implementation of tactical actions is part of what makes Twilight Imperium so brilliant. Downtime for the individual player is minimized. And even when it isn't your turn, you're going to want to see what your opponents are doing. Even if they're light-years away from you, they might be building a fleet you'll want to try and dilute, or guide your allies... if you have any... into attacking. You're going to want to think two to three actions ahead, and time your movements as best you can, to obfuscate your true intent for as long as possible. For Twilight Imperium is much more than a game of moving plastic pieces and rolling dice. Next Week: Strategies and You - What's With The Trapezoids?
Blue Ink Alchemy

Friday, March 7, 2014

500 Words On Productivity

500 Words On Productivity — Blue Ink Alchemy

Courtesy Sona Charaipotra - http://www.sonacharaipotra.com/
To be honest, I kind of hate the word 'productivity'. I hate the connotation that human beings need to produce to be valuable. Tireless housewives & househusbands produce nothing other than hot meals, clean laundry, and support for their hard-working spouses. Why should they be valued as lesser than someone who spends 18 hours of the day in an office? That said, there's a part of me that continues to romanticize the idea of freelancing as a career. Leaving the flat only when I want to, or I need more half-and-half or Johnny Walker Black. And maybe not even that, if I can move to a state that doesn't have such strict laws regarding alcohol. Anyway, that in and of itself is going to involve some legwork, some networking, some time carved out around my current schedule to try and line up more work from various places to keep myself fed and housed. I really can't complain too much about my position at current, at least in terms of my specific dayjob as related to a certain skill set I possess. Everything I wrote about this morning is general, head-space stuff that would apply to any corporate gig. Nothing specific is wrong with my current situation in and of itself. I'm being deliberately vague. I hate doing that. But it's a necessity of things like NDAs and not wanting to put my problems on other people when I can avoid it. Meh. ~ It's been a long day. I only just now got in from the office and running by the store. Not literally running, of course. I don't live that close to the office. Be kind of funny if I did, though. How would the days I suit up work, though? Would I have to strap a garment bag to my back? Roll up in my gym shorts and running shoes, then duck into the men's or the VP's office to change clothes? Not everybody likes me after a run. I tend to feel good, but apparently the sweat I generate is just too much for some. Anyway, I'm home now, and I still have more 'productivity' ahead of me. Revisions to Cold Streets, freelance seeking, maybe even a first stab at some things for a new novel. Something, anything, to get me out of the creative ditch I've been in for roughly half a year. Maybe more. I really don't know how long it's been since I've seriously given up entire mornings or afternoons or evenings to what I really want to be doing with my life. But I have to start somewhere. Or, more accurately, start over somewhere. I'm told it's never too late to start over. I really hope that's true. Incidentally, the Friday 500 seems to be more stream-of-consciousness than anything, and I think that helps me. It almost feels Thompson-esque to write this way. Don't worry. If I start seeing phantom iguanas, or rambling about bat country, someone's bound to call the cops. Or an agent.
Blue Ink Alchemy

Thursday, March 6, 2014

Tabletalk: Minions in Twilight Imperium

Tabletalk: Minions in Twilight Imperium — Blue Ink Alchemy


Pictured: The Admiral (top), General (center left), Agent (center right), Scientist (bottom left), and Diplomat (bottom right).
You may think, Your Excellency, that taking control of the galaxy is a lonely prospect. Looking at your home system and the expanse of space spreading out towards the throne world, huge fleets floating silently in the void, environmental hazards callously standing between you and your goals - it can be rather daunting. Thankfully, you aren't as alone as you seem. You can and will have assistance, even if you have to pay for it. Twilight Imperium provides options for several 'minions', as I like to call them. Not military units per se, they are supplemental facets of your bid for dominance. The systems they add to the game are rather straightforward, but can take a bit of explaining, so let's begin.

Leaders

Each race can include three 'Leaders', luminaries of your people that help you in various ways. Like your Ground Forces and PDS units, Leaders are always considered either on a planet or being carried by a ship. However, a Leader can be transported by any kind of ship, and never counts towards the ship's capacity. Leaders are powerful, but fragile: they can be captured or killed if their transporting ship is destroyed in a Space Battle, or if an Invasion Combat in which they're involved fails. Captured leaders can be ransomed and sometimes executed, provided you are unable to rescue them. Let's leave out the particulars of such operations for now, and learn about the five different types. Scientists increase technology discounts provided by planets, add to the build capacity of nearby Space Docks, and add to the defenses of a planet their own, preventing bombardment from War Suns. Diplomats delay incoming invasions and allow fleets (with permission) to pass through enemy space. Generals allow re-rolls during Invasion Combat, make bombardment much more difficult, and give a bonus to defending Ground Forces. Admirals give the ship they're on one extra die, increase the movement of a Dreadnaught they occupy, and prevents defenders from retreating (unless they also have an Admiral). Agents help invading Ground Forces avoid enemy PDS fire, allow you to take over enemy Space Docks and PDS units, and can be sacrificed to take the role of a 'Sabotage' Action Card, preventing an opponent's Action Card from happening.

Representatives

When the Assembly is called, instead of voting on referendums yourself, you can send a Representative. You are, after all, a very busy potential potentate. At the start of the game, you will get three Representative cards. Each one adds a number of votes and sometimes have special abilities, like gaining you extra Trade Goods or forcing someone to vote a certain way. Most of them are Counselors, but some are either Spies or Bodyguards. At the Assembly, each player chooses one Representative and sends them in face-down. Starting with the Speaker and going around clockwise, any Spies that were sent are revealed and their abilities resolved first. If the target of a Spy is a Bodyguard, it may also resolve an ability as a result of being targeted. After all Spies are resolved, non-Spies are revealed in the same way. Players can then offer one another Promissary Notes before voting occurs. These are special, binding agreements that may help a player get what they want out of the Assembly. Either way, if a Representative is assassinated or otherwise killed (by a suicide bomber, for example), he or she is removed from the game entirely. Bodyguards cannot be assassinated, but can die by other means.

Mercenaries

Attracted to money and opportunity, Mercenaries are available for hire to anyone activating the Trade III Strategy card. When executing the primary ability of Trade, the active player looks at the top two cards of the deck of available Mercenaries, chooses one, and returns the other to the bottom of the deck. Each Mercenary card has a corresponding token, with one side for Space and the other for Ground. The active player places his new hire Ground-side up on any friendly planet. Mercenaries can switch between Ground and Space during a Tactical or Transfer actions, as well as specifically from Space to Ground during Invasion Combat. While they can add to your forces and abilities, Mercenaries cannot hold planets on their own. Any planet robbed of its Ground Forces reverts to neutral even if the Mercenary survives. Some Mercenaries have Evasion, allowing them to live longer in combat. However, if your Mercenary is killed, both the card and the token are removed from the game. We've looked at the core concepts of Twlight Imperium's Tactical Actions, the different Strategic options, and now we've covered Leaders, Representatives, and Mercenaries. The biggest outstanding question remains: How do you win the game?
Blue Ink Alchemy

Wednesday, March 5, 2014

Create Fearlessly

Create Fearlessly — Blue Ink Alchemy

I think it's normal for creative types to experience a measure of jealousy in the entertainment they enjoy. "Why didn't I think of that?" "How do they do that?" "What are they doing right that I'm doing wrong?" So go the thoughts one can have when consuming media in line with what one wants to create themselves. Jealousy can become trepidation and even fear. Why try to create something new where something new that's very similar has already been created? When I run into this question, I try to remind myself of what I feel is the correct answer: Try to create anyway. It's difficult, at times, not to care about the works other have done that lay within our interests and skill set. We want to know the competition, after all, to gauge our chances at meeting with the same level of success. We want that knowledge, that assurance, even if it means we have to give up on our ideas because, according to all of the evidence, the ideas don't stand a chance. That knowledge, as essential as it seems, gives rise to our fears. We're afraid our dreams aren't good enough. That our ideas will never find an audience. That at the end of all things, all we'll have to show for our desire to create is some disconnected scraps of thought and art, a bitter feeling of repeated and callous rejection, and a whole lot of wasted time. You shouldn't be afraid of these things. And if you want to give your dreams a fighting chance, you can't be afraid of them. It doesn't matter if what you want to do has been done. What matters is, how are you going to do it? What parts of your creation will set it apart from others? Why is it yours? Answering those questions, instead of the others I posed, will help you move forward, create more, and bring your dreams to life. You'll find confidence and joy in doing so. And you will leave your fears behind. The world needs more creators. Go forth, and make something new. And when you do it, do it without fear.
Blue Ink Alchemy

Tuesday, March 4, 2014

Breaking The Ice

Breaking The Ice — Blue Ink Alchemy

Courtesy West Orlando News
You might think, from the title, that this is going to be another post about Netrunner. As much as I could ramble about cyberpunk card games until the post-apocalyptic cows come home, I want to talk more about the weather. No, not the weather in Night Vale, that's yet another post. Lately the weather where I live has been cold. The winds have teeth. Snow is everywhere. And slowly but surely, almost every surface has languished under a coat of ice. We've had to dig ourselves out of weather like this, situations like this, before. Even if you haven't (in which case, consider yourself very fortunate), I'll enumerate to facilitate better understanding. We have a bit of a hibernation instinct, the impulse to withdraw from the biting winds and damaging cold, to retain all the warmth we can by staying as huddled and insulated as possible. Whatever we leave behind, whatever escaped our notice in our withdrawal, becomes encased in that ice we're desperate to avoid. So it is with projects we leave behind. It could be for any number of reasons - fatigue, stress, more pressing projects, mere distraction - but whatever the cause, we put our ideas on a shelf in the freezer of the mind, to preserve it for later. Thankfully, ideas do not themselves suffer from freezer burn; the only real danger is that time may have made the idea too hip or too passé to be completely actionable. But no idea is completely without merit. All you have to do is break the ice around it and see what you have to work with. This goes back to reinterpreting the entire concept of writer's block. I maintain that it doesn't really exist, at least not in the form of some ineffable construct that simply appears in the path of the writer. What does exist is this reshuffling of priorities in our heads. If you feel like something is preventing you from doing what you want to do, all it takes is some time to recharge, rethink your approach, and maybe break the ice covering something in your mind that hasn't had attention in a while. I'm sure, in some case, there are truly daunting things in the way that can mess up one's personal productivity, so I don't mean to generalize. However, for the most part, if you're wondering what's happened to that idea you once had, if it's any good or if there's something fresh about it you can use elsewhere, I encourage you to dig it out from the back of that mental freezer, chip off that ice around it, and see what you can do.
Blue Ink Alchemy

Breaking The Ice

Breaking The Ice — Blue Ink Alchemy

Courtesy West Orlando News
You might think, from the title, that this is going to be another post about Netrunner. As much as I could ramble about cyberpunk card games until the post-apocalyptic cows come home, I want to talk more about the weather. No, not the weather in Night Vale, that's yet another post. Lately the weather where I live has been cold. The winds have teeth. Snow is everywhere. And slowly but surely, almost every surface has languished under a coat of ice. We've had to dig ourselves out of weather like this, situations like this, before. Even if you haven't (in which case, consider yourself very fortunate), I'll enumerate to facilitate better understanding. We have a bit of a hibernation instinct, the impulse to withdraw from the biting winds and damaging cold, to retain all the warmth we can by staying as huddled and insulated as possible. Whatever we leave behind, whatever escaped our notice in our withdrawal, becomes encased in that ice we're desperate to avoid. So it is with projects we leave behind. It could be for any number of reasons - fatigue, stress, more pressing projects, mere distraction - but whatever the cause, we put our ideas on a shelf in the freezer of the mind, to preserve it for later. Thankfully, ideas do not themselves suffer from freezer burn; the only real danger is that time may have made the idea too hip or too passé to be completely actionable. But no idea is completely without merit. All you have to do is break the ice around it and see what you have to work with. This goes back to reinterpreting the entire concept of writer's block. I maintain that it doesn't really exist, at least not in the form of some ineffable construct that simply appears in the path of the writer. What does exist is this reshuffling of priorities in our heads. If you feel like something is preventing you from doing what you want to do, all it takes is some time to recharge, rethink your approach, and maybe break the ice covering something in your mind that hasn't had attention in a while. I'm sure, in some case, there are truly daunting things in the way that can mess up one's personal productivity, so I don't mean to generalize. However, for the most part, if you're wondering what's happened to that idea you once had, if it's any good or if there's something fresh about it you can use elsewhere, I encourage you to dig it out from the back of that mental freezer, chip off that ice around it, and see what you can do.
Blue Ink Alchemy