Twilight Imperium: Hope's End
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Send leaders on vital missions to the far reaches of space, train shock troops on the barren hills of Hope's End, explore vast new expanses of space, develop new interesting technologies, and challenge the military might of two new civilizations.
Hope's End is the first expansion set for the Twilight Imperium 2nd Edition board game. Hope's End gives players additional tools and game options to play more varied and expansive games of Twilight Imperium. Included in this expansion are rules for Shock Troops and leaders, new Action and Political cards, useful 'Deed Cards' to keep track of income and influence, new Technologies, additional mapboard tiles including the 'Gravity Rift' and 'Nebula', additional credits, and two new player races, the chameleon Yssaril Tribes and the rogue Mentak Coalition.
If you have 2nd Ed, this is a must-have expansion. There are new technology chits that are quite fun in an extended game. I enjoyed the aspect that anyone can randomly get the action cards to train shock troops. Limiting the number of shock troops to a total of 8 on the board at any 1 time has a nice cut-throat appeal to it as well. The 2 extra races make sure that no 2 games will ever be the same. Also, intensity is increased with the return of the leaders: diplomats, admirals, and agents, oh my!
It was a minor disappointment that the L1z1x are now NPC's, as they were my favorite race in 1st Ed. However, the added dimension of random invasions by the relentless L1z1x mixes up the game and makes it even more interesting.
Speaking of the L1z1x, ever notice that the 1's in their name can be replaced by the letter corresponding to 1 in the alphabet: a.
L1z1x = Lazax, as in the former big cheeses of the Twilight Imperium universe. Hmmm...