Board Game Reviews: Twilight Imperium, Part 3

Final Thoughts

This article is part 3 of a 3-part series. Find part 1 here and part 2 here.

Editor’s Note: Apologies for the delay in publishing this article. We’ve faced numerous difficulties in bringing you this final part, but even the Nekro Virus was unable to stop us! Enjoy!

Emerging from the forge of Fantasy Flight Games, this new edition of Twilight Imperium promises many things in the coming years. While some familiar mechanics from 3rd edition expansions may be missing, the coming expansions for Fourth Edition will surely bring new mechanics to replace them. Meanwhile, the base game of 4th Edition has more than enough content for many plays to come. The game has been trimmed down to remove unnecessary complexity while keeping the same epic experience that Twilight Imperium fans have come to expect. 

twilight-imperium

Image via Fantasy Flight Games

Unfortunately, the game does suffer from a few issues out of the box. As has been well-documented by the Twilight Imperium subreddit, the game’s factions are not exactly balanced. In fact, certain races, such as the Embers of Muaat, cannot be played unless the map-building variant is used. Since not every group is skilled at building balanced maps, this means that the game can be drastically decided before it even begins for these factions, thus closing them off from all but the most dedicated players. In a game all about the different alien races competing, these disadvantages can make some feel permanently behind their counterparts.

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