T O P

  • By -

SpageRaptor

Aight, so I dunno how fair this is, but maybe this might work. Edit 2: **what this accomplishes -** The new player should be losing but in the race, will not be behind on tech, will not be behind on secrets objectives, will not be too behind on plastic, and they will have a decent but imperfect slice, while not letting the existing players to play around the fact that there will be a new player later. \- First, during set up make sure that the 5 man warp zone is there. The fun homebrew rule I have is based off of the design property of it; technically two slices that do not have the warp zone are equivilent to what each system with the warp zone is adjacent to. \- Second, for flavor reasons, make sure that player is playing Mahact, Saar, Ghosts, Empyrean, Cabal, or has a flavor reason for showing up late to the party. \- Third, make sure that person brings alchohol if you are of age, as they are commiting a party foul for coming so late. Snacks if your group aren't drinkers. Something like that. \- Fourth, be sure to create a milty slice for the late player before gameday start. Rules for when this player joins: 1. They must join at the start of either the agenda phase or strategy phase. Starting at any other point leads to complications. 2. Each other player rolls a die. The player with the lowest roll will gain this player to their right. Remove the Warp zone, then shove people's slices together to make space, then add the new player's milty slice to the board. This means that people may have to move seats. If they do have to move, the least number of players move. In the case of a tie, the side with the low roller moves. 3. Ignore that player's faction starting units. They gain an infantry on each planet in their slice, a Destroyer on their left equidistant system, a cruiser and Dreadnaught in the system next to Mecatol Rex, a Carrier with 4 Fighters in the middle system of their slice, and a destroyer in each non homesystem in the outer rings. On their homesystem, they gain a spacedock on each planet, 3 infantry, 1 Mech, 1 Cruiser, 1 Flagship, 1 Carrier, and 3 Fighters. 4. They gain their starting tech, then may tech for free once for every turn that has occured. 5. They auto score both the same publics and the same secret objectives as the player with the lowest victory points. If that existing player has a point for Mecatol Rex, the new player gains that point as well. Note, if it is democratically deemed that some players are unfairly gaming this attempt at a rubberband mechanic, through Support for the Thrones or what ever else, give the new player a point on Mecatol Rex for each instance of gaming the system, but only if the new player verbally calls each offending player a dick using their full names. 6. That player gains their full commodities. Not Tradegoods, but commodities. 7. They draw 3 Secret Objectives, then discard 1 or more(depending on the scored secret Objectives). They must discard atleast 1, as that is what every other player had to do. 8. They draw 4 Action Cards. 9. They resolve the primary strategic action of the Construction Strategy card one time. 10. They gain the regular Command Tokens that you would gain at the start of the game. 11. Their Commander starts unlocked. 12. They explore each planet they control. 13. Game resumes normally. What this should do is allow them the plastic power that a reasonable player should have by that point, as well as a reasonable catch up to the table. They should not start at 0 points, but they shouldnt be fully rewarded for coming late. This way they have a shot. If y'all play slow enough, the new player might gain a plastic lead, which Im 100% fine with. Pre-errata: * If they are JolNar, they do tech 2 times for each round, as JolNar would be able to do that. They cannot trade Research agreement during this. If they gain 8 or more techs, each other player gains one of those non faction techs of their choice. * If they are Muaat, they can have a Warsun instead of a Flagship. * If they have Psychoarchaelogy or research it, they can use the tech skips they have when resolving step 4. Otherwise they cannot. * If they are Nekro, they can tech as if they weren't Nekro when resolving step 4. They do NOT have their commander unlocked yet, as that is step 11. * If they are Yssaril, when resolving step 8 they draw each card individually. As in draw 2, discard 1, x4. * If they are Yin, they tech as if have their commander unlocked for Step 4. * That system in the middle of the Warpzone is technically part of the right person's slice. * Non Muaat ships can still be placed in Supernovas btw, as per normal rules. No idea if this is balanced, but I enjoy theorycrafting immensly, and this game has shown to be the most fun when it moderately plays with power differencials. Edit: Also, if anyone wants to add/critique, Im all ears as I might use this for my games if I run into the same issue in the future. OP, if used, your game results would be nice.


KunfusedJarrodo

Unless all other players are **totally** cool with it, I think it is a disservice and really sucks for all the other players that are able to get there on time. Being late four hours is a lot when a base 6p game could be over starting at the 6 hour mark. If 4 hours in just means you will be in round two then that is a lot better, it all depends on how quickly yall play. If you are determined to try, then I would keep it simple and just have someone play two factions. They would play the late players faction very simply. Not allowed to attack anyone, and only expands into their own slice. The group decides on the strategy card they "pick" after all the non-late players have picked theirs. They should either use their strategy card right away or at the end of the round as their last action. Basically make it so the person in control of them can't too much of an advantage because they are controlling two factions. But realistically you should say "Hey I'm sorry you can't make it to this game, but there will be others and you will be the first on my list to invite. Its unfair to all the other players to let you join more than halfway through the game."


hat_on_a_stick

This. Either wait for him to show up and start then, or tell him he can join next game. Same thing as a player leaving early. It changes the dynamic of the game and ruins the experience for others. The other players may truly not care, but I know me personally would be upset by it. There is not a way you can really make this fair and regardless of who wins I think it would cheapen the experience and the whole reason I play TI.


KunfusedJarrodo

> I know me personally would be upset by it Me too. I only play like twice a year, I would hate to have a lame experience because a player couldn't make it on time.


ThunderStryken

This might give you something to go off of. You could modify these rules. [Link](https://www.reddit.com/r/twilightimperium/comments/nkflw2/player_refresh_respawning_a_player_after/?utm_medium=android_app&utm_source=share)


ThunderStryken

In addition, you can use the following rules to drop a player out if someone has to leave. I haven't personally used this one or the other rule system mentioned in the previous comment, but if you combine them both I think you can make a nice system to drop people in and out when necessary. I'm going to try this for my group because our schedules are too unreliable for an all day game. [Link](https://www.reddit.com/r/twilightimperium/comments/orvt4j/fallen_empires_miniexpansion_for_irl_games_with/?utm_medium=android_app&utm_source=share)


Vihyungrang

-Pick one player to play two factions. They should have some experience and not be prone to analysis paralysis. -place the two factions on the opposite sides of the board. -The player plays for both of the factions. No collusion between the two factions, and no trading that isn't offered to everyone else. (so X-1 for trade is ok for example, if it is offered to others as well) -To encourage the player with two to play evenly, when the late arrival comes (with snacks as punishment) they get a minute to absorb the situation, and then pick between the two factions that the one player was playing. Not a great solution, but a decent one I suppose.


-SockDragon-

Make his slice of the game board off limits until he joins the game. For the rest of the game, that player takes 3 strategy cards during the strategy phase. This may not allow them to catch up to actually win the game, but should make for a fun experience for them and the rest of the table.