Tabletop Simulator

Tabletop Simulator

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Rex: Final Days of an Empire [Clean Setup]
   
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Game Category: Board Games, Strategy Games
Number of Players: 3, 4
Tags: 4+
File Size
Posted
Updated
441.672 KB
Aug 12, 2018 @ 8:43am
Dec 2, 2019 @ 7:40pm
7 Change Notes ( view )

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Rex: Final Days of an Empire [Clean Setup]

Description
"...a reimagined version of Dune set in Fantasy Flight's Twilight Imperium universe, is a board game of negotiation, betrayal, and warfare in which 3-6 players take control of great interstellar civilizations, competing for dominance of the galaxy's crumbling imperial city. Set 3,000 years before the events of Twilight Imperium,..."


Asymmetrical wargame/diplomatic game similar to GoT TBG or Cosmic Encounter. I fixed a lot of issues with the original upload of REX by /SolidSnakeEyes including a lot of other changes to the table itself. Most importantly, there is a 2-page rules summary included that explains ALL of the rules for the game as well as a fan-made playe-aid. This will make it *much* easier to come back into the game if you haven't played in a while or if you need help on a 1st playthough. Lastly, there is a system I setup for conducting ceasefire negotiations which will make it much easier to perform. It makes it easier to form an alliance, makes it more clear who is making alliances at a given time.

Rulebook
https://images-cdn.fantasyflightgames.com/ffg_content/rex/support/Rex_Ruleboook_web.pdf

Original Upload of Rex
https://steamcommunity.com/sharedfiles/filedetails/?id=769697844

Ship Models by /Smight
https://steamcommunity.com/sharedfiles/filedetails/?id=1396409000
12 Comments
Maginomicon Aug 3, 2020 @ 3:50pm 
Correction: It's not that the Xxcha's prediction's hidden zone is too thin, it's that it doesn't go far enough down to the table! If the hidden zone were a little bit lower, it would consider the tokens to be within that hidden zone even if they stick out a little bit.
Maginomicon Jul 12, 2020 @ 1:23am 
Also the Xxcha's Prediction Zone next to their battle plan is a bit too small. The token snap to the grid (presumably so that they can be placed next to each other) but when they're placed next to each other in that hidden zone, anyone can see the edge of the chip sticking out a little bit and anyone can then point at it and push ALT to see its contents. Making that zone a hair or two wider on both sides should fix it.
Maginomicon Jul 12, 2020 @ 1:13am 
This is a trivial thing to fix so I guess put it on the TODO list, but the destroyed shield token is labeled "Destoyed Shield".
SirHandsome Sep 18, 2018 @ 2:58pm 
Cool, thanks! Yeah I see what you mean, now that I think about it it should not be normal behavior for it to reveal facedowns, that must be a TTS bug as you say.

On the older module we used to play on we used to just physically rearrange the pieces to get turn order working, but yeah sinfce yours had more "set" areas for Xxcha etc it was more difficult. The new snap points should help!

I actually found the turn order randomizer shortly after I posted, but haven't tried it out yet.
Daiyamo  [author] Sep 16, 2018 @ 6:04pm 
TTS should not be revealing the face of cards while they are facedown. The card name thing might be a recent issue as is certainly a bug. Regardless i've blanked the card names for the Strategy,betrayal,and bombardment cards. As for the traitor deck, the 'reccomended for x players' is named to the decks themselves rather than individual cards so there shouldnt be much issue there, gameplay-wise. Also ive added a scripted token by /liq3 that should randomize turn order, ive never tested it with others but hopefully it works as advertised. However they positions of each factions are going to be as they are. Don't have the scripting knowledge to workaround it elegantly but you can physically give your pieces to other players to suit your turn order, added additional snap points and unscripted Xxcha tokens to help with that/
SirHandsome Sep 16, 2018 @ 3:57pm 
1) is easy to fix, already fixed it on my own save by turning the tooltips on the cards off. if 2) is not easy to fix then I guess could work around with doing random turn order in TTS, which makes it harder to gauge turn order at a glance
SirHandsome Sep 16, 2018 @ 11:59am 
Very nice updates and ideas here -- I love the reference for all the strategy cards in the deck!

There are, however, a couple problems we found:

1) Card names have to go, especially for Strategy cards -- if one is peeking at a card (a very natural function in this game), others can see the name of it by mousing over. This was discovered accidentally by my players. I don't think these card names really bestow any benefit, so they should just be gotten rid of

Similar problems exist with other cards -- the traitor deck, for instance -- you can see "Recommended for X players" when you mouse over it, even without peeking.

2) The faction turn order is in a fixed order. This is not the proper way for the game to be setup. Example: in this setup, Jol-Nar will always be immediately after Letnev. In real game, 1st player is determined, but the factions relative positions to each other are not fixed, and this matters.

Thanks again for sharing your work!
Crichton Aug 13, 2018 @ 10:14am 
No Problem
Daiyamo  [author] Aug 13, 2018 @ 9:12am 
oh crap, i deleted your comment crik,lol sorry. The missing img was the rules summary, im reuploading that to imgur. thanks for letting me know
Daiyamo  [author] Aug 12, 2018 @ 7:06pm 
it was playable, but the Letnev had 18 influence instead of 10 along with the fact the traitor deck wasn't seperated. There was also an incorrect amount of influence but that literally didn't matter but I still felt the need to cater to my OCD. Those were the main issues I had that i can think of, otherwise still a great upload!