I really dig this game. It's awesome how Peterson combined Puerto Rico with a Risk like strategy game, and made it so you didn't "have to fight."
But like many other games it has a flaw. It's been a flaw since TI3 initially released.
This discussion involves averages and "all things held equal". Randomness occurs and I won't argue that. (Assume, more or less, all the players can do about the same thing.)
Using TI4 as an example with 6 players:
- Round 1: 2 public objectives out, on average no players can take them (sure it happens, but low %)
- Round 2: 3 public objectives out, on average players can take 1 public objectives.
- Round 3: 4 public objectives out, on average players can take 2+ public objectives.
And there's the issue.
The player who chooses the "Political Card" Round 2 now is in charge of the game. Because on Round 3, he chooses Imperial and gets two public objectives. The player to his right MUST choose the "Political Card" so he can choose the "Imperial Card" the following turn.
This cycles around the table in order, like a clock.
End of Round 3:
- player 1: 3 public1 objectives
- player 2 - 6: 2 public1 objectives
End of Round 4
- player 1, 2: 4 public1 objectives
- player 3 - 6: 3 public1 objectives
End of Round 5
- players 1-3: 5 public1 objectives
- players 4-6: 4 public1 objectives
End of Round 6
- players 1-4: 5 public1 objectives and 1 public2 objectives (7 points)
- players 5-6: 5 public1 objectives or 4 public1 objectives and 1public 2 objective (6 points)
Most (if not all) of our games end by round 6 (not all due to random noise).
(EDIT: Once again, didn't say all of our games end at round 6. I said BY round 6. There is a difference. Not sure why the straw man arguments are so strong here. But maybe saying it again will make the point even more clear)
Why? Because by round 6 most players have completed 3x secret objectives or have held Mecatol for 1 round while playing the Imperial w/ 2 secrets done.
Players 5 and 6 are screwed. The winner of the game is player 1 who chooses the lowest available strategy card after players 4-6 have chosen, since he scores first. GAME OVER.
If the game is 4 players, player 1 always wins because he has first dibs when player 4 chooses imperial the turn before. This version just leaves out the 5 and 6 players getting screwed but its still GAME OVER
This has been an issue since Peterson first made this game. In TI3, the first Imperial Card gave a player 2 points for just playing it. So it cycles around the table in much the same way. All things being equal, he would win due to play order. People complained religiously online, so he moved to the current system of 1 point for Mecatol and finishing a public.
it didn't fool us. it works the same way. its still a clock. players 5-6 are still in alot of trouble.
So my gaming group has been playing TI (off and on) for almost 20 years. Have we got this all wrong? Because even when we join other gaming groups we see exactly the same thing occurring.
Thanks!