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Messages - thomsoda

#11
Thanks for the offer Dana, but 10 won't work for me, and I don't think I will be attending next week.
I am sure another opportunity will present itself. Thanks again!
#12
I've noticed that Evolution has been brought out a few times the last while. I have really been wanting to give it a shot. Any chance that one of the lucky owners could bring it out to play earlier in the night? if not that's fine, just thought I would throw it out there...
#14
Ok, I will teach a game of Impulse at 6:30. I Think I will restrict it to 4 players (it plays up to 6, but downtime is terrible). It should take around an hour and a half. This is the third big game from Carl Chudyk, following Glory to Rome and innovation, both excellent games. This game has some similarities, but in a mini 4X style.





Impulse is a quick-playing 4X (explore, expand, exploit, and exterminate) game set in space with the game board being composed of cards that have actions on them. Players also have cards in hand, and in addition to featuring one of ten possible actions, these cards have a color (red, yellow, blue or green) and a size (1, 2 or 3, as indicated by the number of icons on the card). Each card also has six edges, and these edges connect adjacent cards in the hex-shaped playing area.

The cards in the playing area start face down, with each player controlling a card(their Home) on a corner of this area. Each player has two transport ships in the center of his Home card and a cruiser on an edge. Cruisers are used to patrol sectors of space and destroy opposing transports, while transports let you activate sectors that you enter.

On a turn, a player adds a card to the Impulse from his hand, then (optionally) performs an action for a tech in his playing area, then (optionally) performs all the actions in the Impulse, then draws two cards and adds them to his hand. The Impulse is a line of cards shared by all players that changes turn by turn as players add cards to it and as cards fall off once it reaches maximum size. Thus, players need to feed the Impulse with actions that benefit them more than opponents, but that's easier said than done.

When you perform actions – whether from moving transports to them or using the Impulse – you can boost them by having minerals of the same color or lots of transports. Each action has a single numeral on it, e.g., "Command [1] ship for one jump" or "Build [1] cruiser at home"; when you boost an action, you increase that numeral.

Players score points by destroying enemy ships (one point per ship), by controlling edge spaces on the central card (one point per edge), and by taking other actions via cards. The first player to score 20 points wins!

#15
Matt Robertson, are you interested in trying out Impulse this week?
#16
Hey if it's all right I would like to cancel my game of Kemet and take Jim's spot in five tribes at 6:30. I have been really interested in this one!
#17
I will bring out Kemet for a six thirty start. Plays up to five, we will play to eight VPs, so it should only take 90 minutes, possibly two hours.



In Kemet, players each deploy the troops of an Egyptian tribe and use the mystical powers of the gods of ancient Egypt – along with their powerful armies – to score points in glorious battles or through invasion of rich territories. A game is typically played to 8 or 10 victory points, which may be accrued through winning attacks, controlling temples, controlling fully-developed pyramids, sacrificing to the gods, and wielding particular magical powers.

The conquest for the land of Kemet takes place over two phases: Day and Night. During the day, choose an action amongst the nine possible choices provided by your player mat and perform it immediately. Once every player has taken five actions, night falls, with players gathering Prayer Points from their temples, drawing Divine Intervention cards, and determining the turn order before the start of the new day.

As the game progresses, they can use Prayer Points to acquire power tiles. Some of these enroll magical creatures and have them join their troops. In addition to intimidating enemies, these creatures provide special powers!

Detailed miniature components represent the combat units and the supernatural creatures that are summoned to enhance them. Combat is resolved through cards chosen from a diminishing six-card hand and enhanced by bonuses.
#19
Hey Matt, you mentioned at PGX that you wanted to try Impulse, is this a good night for it?
#20
I'll be showing up sometime between two and three, I think. I will be bringing Impulse to get some plays of it (Thanks Dana for ordering this one in!). I will likely bring compounded, since it has been requested at Chewsday Challenge. See you all tomorrow!