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Reply: Eclipse: Rise of the Ancients:: General:: Re: Simultaneous play research blocking question

by Jythier

What if you don't want to do a non-research action during your turn with the secondary action marker, but you don't wish to pass because you want to research?

Reply: Eclipse: Rise of the Ancients:: Rules:: Re: Why two bonus points for allying?

by dlhammond

Jythier wrote:



So if your alliance is #1 and you have 10 more points than your ally, you can dissolve the alliance and take the -5 hit, and still be in the lead - and at 11 point differential, your score will actually increase on dissolution.


Nah, If I have 30 and he has 20 then our score is 25. I drop I lose 5 to 25 but he drops to 20. Your score increases at a +6 or 7 on points depending on the rounding I think.

Reply: Eclipse: Rise of the Ancients:: Rules:: Re: Development Question with Hydran

by Jythier

Purple Paladin wrote:

I'd tend to agree; two research = two developments.

But what a paradox: If you can affoard 2 developments in one action, do you need two developments in the first place? :what:


The first might help pay for the second.

Reply: Eclipse: Rise of the Ancients:: Rules:: Re: Why two bonus points for allying?

by Dulkal

dlhammond wrote:

Jythier wrote:



So if your alliance is #1 and you have 10 more points than your ally, you can dissolve the alliance and take the -5 hit, and still be in the lead - and at 11 point differential, your score will actually increase on dissolution.


Nah, If I have 30 and he has 20 then our score is 25. I drop I lose 5 to 25 but he drops to 20. Your score increases at a +6 or 7 on points depending on the rounding I think.


Huh? Isn't 25 equal to 25?

Reply: Eclipse: Rise of the Ancients:: Rules:: Re: Why two bonus points for allying?

by dlhammond

Dulkal wrote:

dlhammond wrote:

Jythier wrote:



So if your alliance is #1 and you have 10 more points than your ally, you can dissolve the alliance and take the -5 hit, and still be in the lead - and at 11 point differential, your score will actually increase on dissolution.


Nah, If I have 30 and he has 20 then our score is 25. I drop I lose 5 to 25 but he drops to 20. Your score increases at a +6 or 7 on points depending on the rounding I think.


Huh? Isn't 25 equal to 25?


I am not that bad at math.

Our score WAS (20+30)/2= 25
Post alliance with me breaking it (if I had 30 points and didn't take the traitor) is 25.
But my former ally loses 5 points that he gained from my having 10 points more than him.

Reply: Eclipse: Rise of the Ancients:: Rules:: Re: Development Question with Hydran

by Petri

vyperx wrote:

The rules state that to build a development, you need to take the Research action.

Can Hydran with it's 2 research ability build 2 developments or research 1 technology and build 1 development ?


No.

Hydrans can get two technology tiles per research action. Developments tiles are not technology tiles.

Reply: Eclipse: Rise of the Ancients:: Rules:: Re: Why two bonus points for allying?

by dlhammond

It is just alien (so to speak) for me to think of alliances. I was a play-tester and the two parts of the expansion that were never tested by my groups were 7+ players (because biggest group I could get was 6) and alliances (probably because it isn't how my group rolls, they were available but no one reached for them). If I were to ally my score would still be my score in my own mind, but my end of game standing would be based on averaging MY score with my ally(ies) scores.

Reply: Eclipse: Rise of the Ancients:: Rules:: Re: Why two bonus points for allying?

by Petri

dlhammond wrote:

It is just alien (so to speak) for me to think of alliances. I was a play-tester and the two parts of the expansion that were never tested by my groups were 7+ players (because biggest group I could get was 6) and alliances (probably because it isn't how my group rolls, they were available but no one reached for them). If I were to ally my score would still be my score in my own mind, but my end of game standing would be based on averaging MY score with my ally(ies) scores.

I've joined an alliance exactly once, and ended up as betrayer. :)

Reply: Eclipse: Rise of the Ancients:: Rules:: Re: Why two bonus points for allying?

by LazyJ

To each their own. I play with a mix - some will almost never choose to ally, some might do it instinctively on every game.

Reply: Eclipse: Rise of the Ancients:: Rules:: Re: Why two bonus points for allying?

by Jythier

Everyone is a winner. Some just win more than others.

I'm with you though - I wouldn't mind a major victory/minor victory... the leader of the alliance wins the most. But, in reality, all members of an alliance win just the same as any other win. I think real alliances are made up more because of ideology. Since there is no ideology in this game, there is no incentive to not just ally with the best and go on to win.

Thread: Eclipse: Rise of the Ancients:: General:: Warping Player Boards

by Bosco312

While I love the game and this new expansion, and the quality of most of the bits are tops, I have to say I'm having some problems with the player boards warping. Played my first game with the expansion right after breaking the shrink. By the time the game was over (~2.5 hours) the boards had curled significantly. When we were done and putting the game away, it was bad enough that I worried the center would tear when I tried to fold them shut. Anyone else having this issue?

Session: Eclipse: Rise of the Ancients:: Rookie Five-Player Game with Expansion

by MichMedia

Our game group still has only a few plays with Eclipse, but I got RotA for Chrismas and was eager to add some of the new elements into the mix. Thanks to holiday vacations from school, my brother and other brother-in-law were able to join us for our regularly-scheduled game night. A late start cut our game short by a round, otherwise we would have gotten in a full game.

On setup I used an ancient homeworld to fill in the sixth homeworld spot and replaced the GCDS with the ancient dreadnaught. Despite my best efforts I did a couple of unintentional things: I mixed the remaining ancient homeworlds in with the II hexes (forgetting that's a variant), and I completely forgot about developments. These things I realized after the game, along with something I'd hitherto missed: the somewhat transparent starter ship parts, indicated by their part separation on the tech board (and the fact that they have no corresponding researchable technologies, DUH!) I feel a bit dumb having missed this the first few games, though it looks like only a single bullet point in the Upgrade rules mentions it. The relative weakness of the parts is probably why I overlooked them initially, but I now see how they can be a way to upgrade ships when actions, resources, or available technologies are limited.

Teaching two new players we decided to all play Terran again; as always, I was Green, dad chose Magenta, my brother (new player) chose Red, bro-in-law #1 was Buff, and #2 (new), Blue. We explored for most of the first round. Green found several nearby ancients (a couple of which were cruisers), (clockwise) Red was very lucky and found all un-guarded, planet-rich hexes, Blue found mostly un-guarded discovery hexes, Magenta found a balanced mix and a warp portal, and Buff found a mix heavier on ancients than Magenta but lighter than Green.

Eclipse can move slowly with new players, and toward the end of round two, instead of passing Red bowed out, deciding the game wasn't for him. We treated it like full bankrupcy, removing his parts but leaving the rather lucrative (and now unoccupied) hexes of his collapsed empire. Had I been able to get there and grab some hexes I may not have come in last (or, I suppose second to last, after Red), but I was blocked by ancient ships on every side. In hindsight, I should have attempted blasting by them by sacrificing some pinned interceptors. As it happened, Magenta had researched Cloaking Device a few turns prior and used it to the same effect, skating through singly-occupied hexes to snag Red's vacant homeworld.

Another new (to us) mechanic was Diplomacy. I'd influenced through another wormhole I found to a hex bordering Magenta's homeworld. I shortsightedly (and partially out of curiosity) initiated diplomatic relations with Magenta to gain a much needed money production. Again, in hindsight I probably should have tried to capture his original homeworld hex, now separated from the rest of his (Red's old) territory. Instead, I languished in lethargy, slowly saving up resources, researching and upgrading in an attempt to defeat some of the ancients (cruisers) around me. Buff took advantage of my situation and moved into one of my hexes where I had materials production. Instead of letting it go (or counterattcking his hexes - I had Neutron Bombs!), I scrambled to upgrade my ships and managed to get three cruisers there against his one cruiser and two interceptors.

Believe it or not this was our first time missiles were used in a game, and I had them (and only them) on my cuisers, forgetting that they only fire once. Well, you see the problem when I only destroyed his cruiser. I retreated from the slow but inevitable destruction by his interceptors, but the damage was done; he'd caused me to expend more actions than I could afford to challenge him there, when I should have spent them gaining something more lucrative. Buff was never even able to destroy my population cube in the contested hex, missing with his Ion Cannon on each roll. A wasted engagment on my part. By now we'd all agreed to play one more round, and in that final round I took out one ancient cruiser, at least.

While Buff and I wrangled in our similar situations, Magenta held his territory relatively easily to the end of the game. Blue, meanwhile had been quietly and diligently researching, upgrading and building dreadnaughts, which he used in the end to take the center and win the game. His late battles into increasingly low-numbered hexes meant he was drawing out all the higher valued VP tiles before the rest of us in our own late-game battles.

The final scores were Blue: 37(!), Magenta 29, Buff 27 and Green 26 (I forget Red's score). I learned some things, so I guess it wasn't a complete disaster: as in chess, sometimes sacrifices of smaller pieces (hexes or ships) must be made to make gains elsewhere, and that a force-on-force engagement may not be a wise reaction to aggression, depending on the situation. Sometimes, however, bold/swift action is needed (when it will cost your opponent dearly, or benefit you greatly). I can't be too hard on myself, I was very hemmed in by scary-looking new ancients, it was our first long game with (initially) five players, and the first time playing with expansion stuff, so many new situations arised for which I had no previous experience. Blue enjoyed it (go figure!), as did Buff, and Magenta was fairly pleased with second place. So I guess it's a victory that everyone had fun and will want to play the game more in the future!

Next time, however, I'll fill in the empty starting homeworlds with ancient homeworlds, but not mix them in with the rest of the IIs. I really liked the rare technologies and how wormholes connected distant locations. The ancient cruisers (in moderation) and dreadnaught were a welcome added challenge and interesting in variety. I look forward to including developments, and trying out some other races. I've been sort of keeping a short list of important "things" in Eclipse, they are (so far): resources, combat, computers, adaptability, and above all, victory pointsfriends!
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Reply: Eclipse: Rise of the Ancients:: General:: Re: Warping Player Boards

Reply: Eclipse: Rise of the Ancients:: General:: Re: Warping Player Boards

by kollapse

No, I don't have that problem either. You might want to look into laminating them? I did that to the player boards in the core box, might do it with the expansion ones too.

Reply: Eclipse: Rise of the Ancients:: General:: Re: Warping Player Boards

by Aselan

No, never heared that and I don't think this should happen. I suggest to contact the publisher. I'm sure they have boards left over since normally other stuff is missing for which they need replacement parts.

Reply: Eclipse: Rise of the Ancients:: Rules:: Re: Why two bonus points for allying?

by Dulkal

dlhammond wrote:

Dulkal wrote:

dlhammond wrote:

Jythier wrote:



So if your alliance is #1 and you have 10 more points than your ally, you can dissolve the alliance and take the -5 hit, and still be in the lead - and at 11 point differential, your score will actually increase on dissolution.


Nah, If I have 30 and he has 20 then our score is 25. I drop I lose 5 to 25 but he drops to 20. Your score increases at a +6 or 7 on points depending on the rounding I think.


Huh? Isn't 25 equal to 25?


I am not that bad at math.

Our score WAS (20+30)/2= 25
Post alliance with me breaking it (if I had 30 points and didn't take the traitor) is 25.
But my former ally loses 5 points that he gained from my having 10 points more than him.

Yeah, but that only matters if your former ally is your main rival.

Compared to all other players around the board, you are even at 25. Compared to you alliance partner, you are up by 5 points. I'm not sure what kind of rounding would put you at 6 or 7 in any comparison.

Reply: Eclipse: Rise of the Ancients:: Rules:: Re: Why two bonus points for allying?

by Zestrenocya

This is the only part of the expansion that I won't play with for many of the reasons listed above. I know what the designer was trying to do with the alliances, but this part of the expansion isn't for me.

The rest of it is great though. Haven't played with 7+ players though. Can't really imagine doing it. The table space alone would be epic.

Reply: Eclipse: Rise of the Ancients:: Variants:: Re: Beefing up the Ancient Hives

by Aselan

Hannibal Rex wrote:

Hives are great sectors, but if you house-rule them to make them more of a nuisance, you have to be careful or your players will simply discard them when they find them.

Here's something you can try:

1) If there is no Ancient ship or Influence token on the hex at the end of a turn, add an Ancient.

2) If the die roll does not cause an Ancient to move off the hex, and there are less than three on it, add an Ancient.


I really like this!

Thread: Eclipse: Rise of the Ancients:: Variants:: Easy 2 Player Cooperation mode with RotA

by Aselan

Very easy to play, because only setup and Victory conditions are changed:


Set up the game for a 2 Player game with 4 Ancient homeworlds. Draw tech as normal.

Hex preparation:
Draw the number of "Hex 3" fields (5 parts). Discard one and add the hive, shuffling the tile afterwards.

Draw from the "Hex 2" tile as many fields as could potentially be placed on the board (6 parts). Put the rest into the box. Discard one hex from the chosen "Hex 2" fields and add one Ancient hive, shuffling afterwards.

Draw from the "Hex 1" tiles as many fields as could potentially be placed on the board (5) and put the rest into the box.

Rule change for hives: If during the game you draw a hive, you must place it.

Rule change: Players can exchange Embassadors in this game following normal rules (ignoring the number of players restriction).

End of game: As normal after turn 9 or if you achieve the victory condition.

Victory condition:
Players win and loose together. You win as soon as all hex are placed on the board and all Ancients are eliminated from the player board. I you fail to do this by the end turn 9 you both loose the game.






If this is too easy for you, choose one of the following variants for the hives:

1. Variant
If the Hive has not been influenced by a player and has less than two Ancient Ships, add an Ancient Ship to the Hive.

All Ancient Ships that originated from the Hive (use markers to indicate them) will move on subsequent turns in the direction of the Dice roll, even when they are no longer on the Hive hex. Ancient Ships ignore pinning. It's sort of like a swarm of Locusts.


2. Variant

If there is no Ancient ship or Influence disc on the hex at the end of a turn, add an Ancient to the hex

If the die roll does not cause an Ancient to move off the hex, and there are less than three on in, add an Ancient.

Reply: Eclipse: Rise of the Ancients:: General:: Re: Warping Player Boards

by cva3

Yes, have the same issue. Warping is bad enough as to be very frustrating during play(cubes and discs would not stay in place). Have had them sitting under some heavy boxes since the first play and they look much better. However, I am concerned they will warp again once I get them out from under boxes to play again. We'll have to wait and see. If they do, I will definitely have to get replacements or laminate.

NOTE: I live in Michigan with 130+ other games. I rarely see warping in any of my other games so I do feel like I received a bad set.
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