I bought this game eons ago, after watching someone doing a playtest game of it, back in the Paleozoic Era.
I've never really played it more than a couple of times, and those were more like playtests, than actual games, in order to familiarize myself with the rules.
Was thinking about giving it a go again.
Has anyone created any other Star Sector maps to use with the rules and counters, other than just revisions/variants of the current star sector map provided?
I didn't see anything on Boardgamegeek, but figured someone must have come up with some other interesting hex maps for the game (adjacent, or perhaps far-flung sectors to battle over), that provide other interesting strategic/tactical challenges for the players.
I suspect too, that perhaps some rules tweaking might be in order, to make the game play a little more nuanced, e.g. instead of permitting ships to move clear across the board in a turn, if using jump routes, perhaps limiting them to just a few parsecs, and/or jump routes per turn, like is done with reaction moves.
I see someone has created some new CRTs, and other rules adjustments, so would love to hear what others think of the game, as originally produced back in 1977, and also with any/many recommended tweaks to make it more interesting/challenging.
Thoughts?
I've never really played it more than a couple of times, and those were more like playtests, than actual games, in order to familiarize myself with the rules.
Was thinking about giving it a go again.
Has anyone created any other Star Sector maps to use with the rules and counters, other than just revisions/variants of the current star sector map provided?
I didn't see anything on Boardgamegeek, but figured someone must have come up with some other interesting hex maps for the game (adjacent, or perhaps far-flung sectors to battle over), that provide other interesting strategic/tactical challenges for the players.
I suspect too, that perhaps some rules tweaking might be in order, to make the game play a little more nuanced, e.g. instead of permitting ships to move clear across the board in a turn, if using jump routes, perhaps limiting them to just a few parsecs, and/or jump routes per turn, like is done with reaction moves.
I see someone has created some new CRTs, and other rules adjustments, so would love to hear what others think of the game, as originally produced back in 1977, and also with any/many recommended tweaks to make it more interesting/challenging.
Thoughts?