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THE HOURI
THE HOURI The matriarchies of the Houris
(pronounced Ooh-ree) provide a curious contrast to the male-like
dominance of the expanding races in the early days of the Second
Empire. While most races involved in the expansion were swift
and direct in their relationships, the chameleon-like Houri were
subtle and indirect. Dealing with the Houri was like dealing with
the shifting sand.
The Houri were probably the most powerful of
the star-faring Starlords but their power was that of the wind.
Where the wind blew, strong men bent like grass. The nature of
the Houri seemed alien and their whims to bestow favor, capricious
and arbitrary. But it was a rare Star Lord of any persuasion that
chose to be on the wrong side of one. The ethereal and exotic
beauty of the Houri brought them admiring Minions from even those
who had reason to fear these alien but compelling beings...
- excerpt Encyclopaedia Galactica
HOURI SCORING:
- Houris can Declare any player they meet a Client and take
on all of that player’s character type attributes including
scoring, except for gems and relics.
- Houris will appear to other players as the character type
they have assumed. Houris without a Declared Client appear as
a Baron to all other players except another Houri. Houris will
recognize one another.
- The Houri may change Client on any given turn, points for
Client Character Type assessed at the end of each turn.
- Only 1 Client per turn allowed.
- The Declared Client receives 25% of the number of points that
the HOURI receives each turn (excluding Gems and Relic points).
- As a Philosopher, Houris can make and keep Minions. Minions
will continue to pay tribute in Imperial Credits and remain
HOURI Minions after the HOURI changes to another Client Character
Type. But the Minions will not generate points for the HOURI
when the Client is not a Philosopher.
Gems: EMERALDS
Relics:
- The Golden Diadem (Also Raider)
- The Pearl Pendant (Also Trader)
- The Silmarin (Also Trader)
- The Jade Scepter (Also Baron)
HOURI ADVANTAGES:
The Houri advantage is simply part of their character;
they get to mirror any other Starlord's character type in the
game without any choice on the part of the client Starlord. And
that Starlord client gets points for it. The tricky part here
is, the Houri switch is at the end of a turn. This means that
unless the Houri must set their Empire up carefully for the next
character type, or they might not get any points. An important
point to bear in mind for Houris, set your empire up as much as
possible for points created by the character type change during
the turns leading up to it.
HOURI STRATEGIES:
Despite the Terminator or Raider, the Houri is
the most feared and the most alien of the characters in Imperial
Wars. It is the fear of the unknown. The awesome power of changing
character types mid-game creates the disadvantages as well as
the advantage. As a Houri, the character is weak and has little
opportunity to make points. However, the Houri can become any
other character in the game. Do you think that might be intimidating
to the other Starlords?
Houris cannot change into another character type
until they actually meet or are introduced to a Starlord who is
playing that type of character, though. So to become a Baron the
Houri must meet, or be introduced to one. Hi there! Baron Harkonnen!
Good to be you! This character presents the greatest challenge
to play in Imperial Wars. As noted everywhere in the game documentation,
players need to maximize their potential by working with other
players. The Houri is so self-sufficient it is tempting to play
independently. To play certain parts of the game as one type of
character and set yourself up as another one, say one of the later
chargers in the game. Me, I’m still convinced you need to
be especially charismatic and involve some other allies to most
fully realize the character. Oh, and when you declare a client,
that client, the client being the Starlord whose character type
you are "borrowing", gets points equal to 25% of what
you get – be careful who you help!
A common approach to the Houri is to have a generalized
plan with lots of flexibility. Houris will need to make tactical
decisions all through the game based on this special ability.
There will be times when it is frustrating because the timing
will be just a little off. Houris should not change characters
too often, partly because it will ruin the disguise, and partly
because Houris need to set themselves up for the character change
by arranging resources carefully. It will get increasingly difficult
to change for political reasons. A Baron who suddenly finds that
a peaceful Philosopher (Houri) has become a rapacious Raider (Houri)
in his empire may become motivated to smack that Houri. That also
may be an advantage but the Houri cannot afford to turn everyone
in the game into an enemy. That is very dangerous. No one can
stand before an alliance of several characters determined to eradicate
you.
For all of the other characters, the Help supplies
suggestions for how to interact with the other character types.
That doesn’t make much sense for the Houri strategy. The
interactions will depend greatly upon the situation. The Houri
cannot become someone else until they meet someone playing another
character so the Starlords that you meet early on will dictate
much of your strategy in first few turns. Then the Houri must
settle into some role to play the middle game and try to stay
with it for either the whole game or to set yourself up for a
final switch entering the endgame.
The hardest part about getting ready to play
the Houri successfully is studying the other characters. They’re
attributes will be how you will decide what to be and by who you
meet, and these same attributes will be how you work out how to
interact with them. Look at all of the other character type Strategies
notes for hints on how to play them and then use them when playing
them as a Houri.
HOURI HINTS: The
Houri may be the most fascinating Character Type but it is not
recommended for inexperienced Players. Though it is probably the
most powerful Character Type, It is also the most difficult to
play since there is a need to understand the point of view of
all the potential client attributes the Houri may assume. Any
alliance suitable for the Houri's current Character Type is appropriate.
A great deal of cleverness will be required by the Houri to create
stable Alliances and to avoid a game "schizophrenia"
as Character changes are made. The Houri cannot gain points until
a Client can be declared so meeting another Player in the game
has the highest priority early. The Houri must be careful in choosing
Clients so that the points her Clients get do not make too many
points for the wrong Player.
The Client declaration for the Houri occurs at
the end of a Turn. The Houri will have the attributes and score
in the current Turn of the Client declared on the last Turn. Starlords
declared as Clients by the Houri become reciprocal Allies regardless
of Client's declarations. See Diplomatic Status for more information
on Houri Clients.
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