Centauri Saga - General Discussion - Scenario difficulty levels

  • Scrat
    Scrat 2016-10-18 10:58:14

    Could someone post the scenarios in order of (intended) difficulty, from easy to hard?

    This might help with learning the game and reducing frustration :)

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  • Kevorque
    Kevorque 2016-10-18 20:35:26

    The "Fixing the Jumpgate" is the scenario you should use to learn the game. Arguably it requires you to use pretty much every aspect of the game, so here are a couple of ways to start it in "Easy" mode. You can use either one or more of them:

    a) If you are playing with 3 or 4 players, use the setup for one player less. So if you are 4 players play the game with the Scenario card of 3 players.

    b) During the setup, give to all players either 2 action cards, or create a mini deck with the following 4 cards.

    c) Reduce the cost of the Starbase to 2 Combat Tokens and 2 Exploration Tokens.

    d) Give 5 Astartium to each player during game setup (instead of 3).

    Any one of the above is enough to make the game easy, using two will definitely give you a really good "Tutorial" run, but probably not challenging.

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  • Luis Brueh
    Luis Brueh 2016-10-18 23:11:30

    For me, centauri saga scenarios are always hard. One thing I did in my bg group for the purpose of learning the basic mechanics was creating this "easy" scenario:

    Campaign 0: A five-year mission of deep space exploration

    Scenario goal: reveal all space sectors. Kill all bosses that may (or may not) show up.

    Game setup: set aside 4 thick nebula sectors and the black hole (they are not required to complete this mission). Shuffle the remaining sectors facedown. Place the jumpgate +2 extra tiles on the center of the table.

    Raiders: When a raider is moved, by an event or a boss effect move it closer to the nearest armada.

    Bosses: If a Raiders surge occurs in a sector that has at least one level 3 raider, place a random boss there.

    Losing condition: If there is three or more bosses active, the players have until the end of this round to kill at least one of them or the game is over.

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  • Luis Brueh
    Luis Brueh 2016-10-19 00:12:48

    Kevorque wrote:
    The "Fixing the Jumpgate" is the scenario you should use to learn the game. Arguably it requires you to use pretty much every aspect of the game, so here are a couple of ways to start it in "Easy" mode. You can use either one or more of them:

    a) If you are playing with 3 or 4 players, use the setup for one player less. So if you are 4 players play the game with the Scenario card of 3 players.

    b) During the setup, give to all players either 2 action cards, or create a mini deck with the following 4 cards.

    c) Reduce the cost of the Starbase to 2 Combat Tokens and 2 Exploration Tokens.

    d) Give 5 Astartium to each player during game setup (instead of 3).

    Any one of the above is enough to make the game easy, using two will definitely give you a really good "Tutorial" run, but probably not challenging.

    Ow great! I will try that next time =).

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  • Scrat
    Scrat 2016-10-20 22:36:23

    Thanks!

    I played with the 2 additional Astartium, and this was a good boost for learning the game.

    I think the biggest difference with my previous games was just luck though. This time I started with some enemies, while exploring was the only option for upgrades in my first to games, resulting in 2 and 3 events in the first two rounds...

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  • Kevorque
    Kevorque 2016-10-21 02:18:24

    For the beginning of the game you should focus on "Exploration Re-rolls", which you should change to Combat Re-rolls after the 5th round.

    There are "Power Ups" that give you Exploration Re-rolls. Also one of the Commanders you use should be the one that gives Exploration Re-rolls too.

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  • Scrat
    Scrat 2016-10-23 11:22:39

    Kevorque wrote:
    For the beginning of the game you should focus on "Exploration Re-rolls", which you should change to Combat Re-rolls after the 5th round.


    In my opinion you should always replace the exploration re-roll power up with the re-roll 2 dice at any time power up in round 3.

    Kevorque wrote:
    Also one of the Commanders you use should be the one that gives Exploration Re-rolls too.


    There are six commanders in my game, and none of them do anything with exploration.

    And both commanders had the re-roll exploration Power-Up because the penalties for failing are absurdly heavy (I ll spent another post on this), but with effectively 4 and 5 dice (with the reroll counted as die), there is still a reasonable chance of getting at most 1 success. So it was bad luck, and no strategic error.

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