Managed to get in another almost-complete game of Twilight Imperium IV. Because we didn’t have to get through the rules, we managed to get 1 turn further into the game, which put on right on the precipice of completing it.
I think in the future for after-work games, I’m going to have to stick with 4 players. We can almost finish a 6 player game in 4 hours, but that last turn gets rushed and several of my players are recently turned parents so they transform into pumpkins at midnight…
All that aside, the game was very good. It’s TI, of course it was very good. I played the Hacan, Terry played the Barony, Eric played the Sardak Norr, Mark played the Jol-Nar, Justin tackled the Clans of Saar again, and Mike attempted the Embers of Muat. An interesting mix of very aggressive (Barony, Sardak, Embers) and not-aggressive (Jol-Nar, Saar). Because I have played a lot compared to the others at the table I went very easy as the Hacan (facilitating a lot of trades and giving very fair exchange rates for my mountains of commodities).
One of the first two public objectives was “Have your Flagship or a War Sun on that board,” so the Embers started out very strong. A later Stage 1 objective was “Have units on 3 sectors on the board edge, not including your home system”, and that was an interesting one, because the first Stage 2 objective was “have units in 5 sectors on the board edge, not including your home system.”
At 11:45 we had just started Turn 6 (revealing the first Stage 2 objective, mentioned above), the Baronies had the Minisiter of War and Minister of Science laws, and the Clans of Saar had a massive flotilla in orbit of Mecatol Rex. By 12:30 the turn was almost finished but 3 of the players had to go due to exhaustion (this is what I get for starting at 8pm on a weekday).
Final scores: Saar 9, Jol-Nar 9, Hacan 8, Embers 7, Sardak Norr 6, Barony 5. I think I had the game if we went another turn (I was the Speaker, so I take Imperial and score the Stage 2 Objective during the Tactical Phase… unless the Saar or Jol-Nar have a Secret Objective they score before I rush my fleets into border regions), but that’s one of the lovely things about TI… you’re never really sure until the dust settles.
I will say that Eric did incredibly well with the Sardakk before he pumpkin’d, especially considering he was sitting next to the Jol-Nar and they developed and built War Suns on turn 2… there were also a couple mid-to-late game fights that reminded the Jol-Nar that they suck at fighting (two Sardakk Exotriremes and a couple fighters taking out a War Sun, fleet of fighters, a cruiser, and a destroyer). There was also the moment that the Sardakk player realized that a War Sun with his flagship couldn’t actually miss (3+ with his racial bonus and his flagship bonus means that he hits on 1+ on three dice).
ANYway. Next game is a week Sunday, and it’s going to be a full day affair with Prophecy of Kings in the mix.
happy sigh