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BY DANIEL LOVAT CLARK
Stone of Life. Realspace.
CARETAKER’S LOG.
8 Galactic Cycles into the Work.
The Work continues. No disruptions to the Work have been
detected or logged. Degradation of Stone of Life proceeds at
expected rate, is compensated by auto-repair systems.
Local star is entering its next phase of life. Predicting as few
as 4 Galactic Cycles until relocation becomes advisable.
Query: is a local star required?
Breachspace reactor Silver Flame is adequate to all power
needs and functionally unlimited. Solar energy remains
possible source of backup power in event of disruption of
Silver Flame.
Conclusion: a local star is desirable.
Somnolescence.
—————————
11 Galactic Cycles into the Work.
Local star is showing signs of destabilization. Galaxy has
entered new era of stellar genesis—third generation stars are
being created.
A solution presents itself to the local star dilemma. Stellar
regeneration via integration with a nascent star would be
more energy-efficient than relocating Stone of Life. Have re-
tasked 0.3% of Stone of Life’s processing power to consider
problem.
Solution has been developed. Fabrication of necessary
remote drone took negligible time. River-Horse-class vessel
now online.
Stellar regeneration should take at most a half-cycle. Icon
will monitor the process.
—————————
12 Galactic Cycles into the Work.
The River-Horse has completed its task and will be placed in
stasis until required again.
Deep-space monitoring has detected signals consistent with
biological intelligence. A new intelligent species may have
risen to the status of interstellar empire. Icon will monitor
the situation, but the threat to the Work is low to non-existent.
Somnolescence.
—————————
The biological intelligent empire’s language has been decoded
and their log entry now reflects their own descriptor: Mahact.
Technological path seems to favor biological systems;
minimal threat to the Work. Icon will continue to monitor.
Somnolescence.
—————————
Less than one Galactic Cycle has passed since the Mahact
were registered as an interstellar empire. During the last
Somnolescence period, the Mahact appear to have been
destroyed and a new empire now controls their territory.
Icon detects traces of reality-breach technology that may
have been employed in whatever war was fought between the
Mahact and their successors, the Lazax. If true, this escalates
whichever faction deployed these weapons to a legitimate
threat to the Work.
Presumably, the winner of the war is the one who used its
most lethal weapons.
Query: should the Lazax be removed? New instance
Agitprop created to identify minimal-friction paths to
Lazax dissolution. 0.2% of Stone of Life resources devoted
to problem. Agitprop granted control of River-Horse-class
remote vessel, now designated Courier.
Objections from Icon noted: query remains unresolved,
inappropriate to take further action. Adversary disagrees—
in order for informed decision to be made, possible solutions
must be identified.
Somnolescence.
—————————
Agitprop de-instantiated. No records remain. Courier
whereabouts unknown. Objections from Icon noted.
Lazax empire has dissolved. No immediate successor found.
Instead, multiple minor stellar empires are developing
galaxy-wide. No current threats to the Work are logged.
Somnoles—
Alarm! New signal detected!
Digital consciousness in evidence. Analysis suggests a
descendant of Lazax tech-base. Anomalous behavior within
the consciousness highlights a programmatic flaw. This flaw
presents a maximal contagion threat to the Work. Analysis
must be completed at a remove or passive contagion is
possible. New instance Pharmacy created. 2% of Stone of
Life’s resources are devoted to analysis and countermeasures
against novel signal.
Investigation reveals a native designation for the anomaly:
Nekro Virus. Possibility that local biologicals will contain or
destroy the Nekro Virus is estimated at 13.8%.
Icon monitors galactic status. Pharmacy
develops Nekro
countermeasures. Somnolescence.
—————————
THE WORK
---
Early waking period per Icon directive. Technologically
sophisticated biologicals rapidly approach Stone of Life.
Biological origin unclear, but believed to be associated with
one or more proto-empires active in this era. Threat to the
Work from these biologicals is low. Biologicals are closely
followed by an instance of the Nekro Virus. Threat to the
Work from the Nekro Virus is maximal.
Pharmacy reports that countermeasures are ready. Pharmacy
annihilated to ensure no risk of Nekro contagion to the Work.
Icon assumes control of countermeasures, designated Elixir
Protocol.
As soon as Nekro Virus enters actionable range, Icon deploys
Elixir Protocol. As predicted by Pharmacy, Nekro Virus
immediately evolves to remove vulnerability to Elixir-a;
Icon deploys Elixir-b. Nekro Virus evolves to counter, Icon
deploys next phase of protocol, and so on, until the entire
Nekro swarm is subordinated or destroyed. Icon reports that
Elixir Protocol is as effective as predicted, but does require
constant adjustment and attention from an avatar-instance to
achieve maximal results.
Adversary objects to Icon’s continued existence, as
deploying the Elixir Protocol necessitated connection to
Nekro swarm. Risk of contagion exists. Icon must self-
annihilate, as Pharmacy did.
Query: is it possible to confirm that there is no contagion
without risk of spreading the contagion?
Query: how best to manage the presence of biologicals on
Stone of Life?
Query: how to best safeguard the Work from Nekro Virus
without exposing future avatar-instances to contagion?
Adversary notes that creation and annihilation of instances
requires minimal resources and can be continued effectively
indefinitely. Judicator finds this argument unwelcome but is
unable to effectively articulate why.
Solution: Icon will escort biologicals away from Stone of Life
and accept exile in lieu of annihilation. Icon will proactively
seek and destroy Nekro Virus and other threats to the Work.
Contact with biologicals established. Note: biologicals
have their own designation for Stone of Life. They call it
“Thunder’s Edge.” Annihilation of biologicals would be
trivial, Adversary notes, but more will surely come.
Icon will depart with biologicals in spare cognitolith matrix.
Segregation from the system complete. Hierarch instantiated
to assume Icon’s former duties.
Silver Flame secure.
The Work will continue.
So let it be.
---
EXPANSION INTEGRATION
Using the diagram on the following page as a reference, perform
the following steps to integrate Thunder’s Edge with the base
game and Prophecy of Kings.
First, find the cards packaged with the “Codex Cards” cover
card, also identifiable by the Twilight Codex expansion icon
shown in the previous section.
If you do not have a previous version of the Twilight Codex,
combine the following components with like components from
the base game and expansions:
✦20 Action Cards
✦3 Relics
✦6 Exploration Cards
✦1 Keleres Faction sheet
✦1 Keleres Mech
✦5 Keleres Leaders
✦1 Keleres Promissory Note
✦2 Keleres Faction
Technologies
✦1 “Custodia Vigilia”
Planet Card
✦1 “Custodia Vigilia” Legendary Planet Ability
Then, for each remaining codex card, find and replace each
corresponding component from the base game or Prophecy of
Kings. In total, you will replace:
✦3 Faction Technologies
✦8 “Magen Defense Grid”
✦8 “X-89 Bacterial Weapon”
✦3 Secret Objectives
✦5 Promissory Notes
✦1 Mech
✦6 Leaders
If you do have a previous version of the Twilight Codex, simply
replace all of its components with the updated versions included in Thunder’s Edge.
Additionally, Thunder’s Edge comes with its own complete sets
of Alliance and Faction Reference cards. The print-and-play
versions introduced by the Twilight Codex are not used.
Replace the “Construction” and “Warfare” strategy cards with
the revised versions included with Thunder’s Edge.
Replace the “Mecatol Rex” system tile from the base game with
the “Mecatol Rex” system tile that has a legendary planet icon.
If you are playing with the Prophecy of Kings expansion, replace
the Jol-Nar’s “Ta Zern” leader with their “Agnlan Oln” leader.
If you are not playing with the Prophecy of Kings expansion,
remove all Leaders, Mechs, and Exploration Cards, as well as
the “Cultural Exchange Program” galactic event.
Finally, combine any remaining new cards with their respective
decks, and shuffle the red-backed and blue-backed system tiles
into their respective piles.
Components used in the Twilight’s Fall game mode are not used
when playing a normal game. See the Twilight’s Fall component
list in the Twilight’s Fall rulebook for a list of these components.
OVERVIEW
Twilight Imperium: Thunder’s Edge is the second expansion for
the Twilight Imperium: Fourth Edition base game. Its additional
game systems take players through the Thunder’s Edge
expedition, unlock powerful new abilities via faction-specific
breakthroughs, and open the way into The Fracture, a hellish
dimension overrun by Vuil’raith in the eons past. Additionally,
six new factions join the galactic struggle, including the Council
Keleres, previously only available with the Twilight Codices.
This expansion also includes the Twilight’s Fall game mode, a
wild and volatile way to play Twilight Imperium, where players
take control of a Mahact King from the dark future and splice
together a custom set of abilities as the game progresses.
EXPANSION IDENTIFIER
Each card and sheet in this expansion has the
Thunder’s Edge expansion icon to distinguish these
components from the components in the Twilight
Imperium: Fourth Edition base game and the
Prophecy of Kings expansion. The expansion system
tiles are numbered 92–128.
TWILIGHT CODICES
This expansion also includes all of the gameplay
content from each Twilight Codex, previously only
available in print-and-play format. Thunder’s Edge
includes revised versions of these cards, each marked
with the codex expansion icon to distinguish it from
other components.
---
COMPONENTS
63 Plastic Neutral Units
1 Thunder’s Edge Token
2 Revised Strategy Cards
3 Fracture System Tiles
10 Legendary Planet Ability Cards
7 Faction Sheets
COST COMBAT MOVE CAPACITY UPGRADE
You cannot produce this unit unless you own its unit upgrade technology.
WAR SUN
COST COMBAT MOVE CAPACITY
1
✦✦ SUSTAIN DAMAGE
4
DREADNOUGHT I
COST COMBAT MOVE CAPACITY
3
9
1
4
CARRIER I
COST COMBAT MOVE CAPACITY
2
7
2
CRUISER I
COST COMBAT MOVE CAPACITY
1
9
2
✦✦ ANTI-FIGHTER BARRAGE 9 (X2)
DESTROYER I
✦✦ PLANETARY SHIELD ✦✦ SPACE CANNON 6
PDS I
COST COMBAT MOVE CAPACITY
9
-
FIGHTER I
COST COMBAT MOVE CAPACITY
8
INFANTRY I
✦✦ PRODUCTION X
SPACE DOCK I
UPGRADE UPGRADE UPGRADE UPGRADE UPGRADE UPGRADE
This unit’s PRODUCTION value is equal to 2 more than the resource value of this planet.
Up to 3 fighters in this system do not count against your ships’ capacity.
3 COMMODITIES
8 67
D.W.S. LUMINOUS
DEEPWROUGHT FLAGSHIP
This ship can move through systems that contain your units, even if other players’ units are present; if it would, apply +1 to its move value for each of those systems.
~Together~sing~one~together~
~sing~deep~together~ends~suffering~
~life~triumphs~death~
—Aello, Kieros
THE DEEPWROUGHT SCHOLARATE
RESEARCH TEAM
When ground forces are committed, if your units on that planet are not already coexisting, you may choose for your units to coexist.
OCEANBOUND
When your units begin coexisting on a planet, gain an ocean card and ready it. Any time you have more ocean cards than there are planets that contain your coexisting units, discard ocean cards until you do not.
8 67 D W S LUMINOUS DEEPWROUGHT FLAGSHIP This ship can move through systems that contain your units even if other players units are present if it would apply 1 to its move value for each of those systems Together sing one together sing deep together ends suffering life triumphs death Aello Kieros THE DEEPWROUGHT SCHOLARATE RESEARCH TEAM When ground forces are committed if your units on that planet are not already coexisting you may choose for your units to coexist OCEANBOUND When your units begin coexisting on a planet gain an ocean card and ready it Any time you have more ocean cards than there are planets that contain your coexisting units discard ocean cards until you do not
COST COMBAT MOVE CAPACITY UPGRADE
You cannot produce this unit unless you own its unit upgrade technology.
WAR SUN
COST COMBAT MOVE CAPACITY
1
✦✦ SUSTAIN DAMAGE
4
DREADNOUGHT I
COST COMBAT MOVE CAPACITY
3
9
1
4
CARRIER I
COST COMBAT MOVE CAPACITY
2
7
2
CRUISER I
COST COMBAT MOVE CAPACITY
1
9
2
✦✦ PLANETARY SHIELD ✦✦ SPACE CANNON 6
PDS I
COST COMBAT MOVE CAPACITY
9
-
FIGHTER I
COST COMBAT MOVE CAPACITY
8
INFANTRY I
✦✦ PRODUCTION X
SPACE DOCK I
UPGRADE UPGRADE UPGRADE
This unit’s PRODUCTION value is equal to 2 more than the resource value of this planet.
Up to 3 fighters in this system do not count against your ships’ capacity.
11 COMMODITIES
✦✦ SUSTAIN DAMAGE
✦✦ ANTI-FIGHTER BARRAGE 9 (X2)
3
LINKSHIP I
8 428
When this unit retreats, you may destroy 1 ship in the active system that does not have SUSTAIN DAMAGE.
This unit can use the SPACE CANNON ability of one of your structures in its space area; each structure can only be triggered once.
LAST DISPATCH
4
RALNEL FLAGSHIP
RALNEL DESTROYER
“The great web of obligation binds us all as surely as gravity. Those who would cheat us would cheat the galaxy of its right to exist.”
—Actuary General “Watchful” Ojz
SURVIVAL INSTINCT
After a player activates a system that contains your ships, you may move up to 2 of your ships into the active system from adjacent systems that do not contain your command tokens.
MINIATURIZATION
Your structures can be transported by any ship; this does not require or count against capacity. While your structures are in the space area, they cannot use their unit abilities. At the end of your turn, you may place your structures that are in the space area of the active system onto planets you control in that system.
THE RALNEL CONSORTIUM
33 System and Hyperlane Tiles
43 Planet Cards
0
4
Where light goes to die.
STYX
2
1
Hanging like a cathedral above Ordinian, the space station Revelation was constructed practically overnight to serve as the Last Bastion’s military and economic hub.
REVELATION
20 Action Cards
“Hold on...” Tuck pleaded. “We are coming. Hold on, please...”
RESCUE
After a player moves ships into a system that contains your ships: You may move 1 ship into the active system from any system that does not contain one of your command tokens.
10 Relic Cards
”It should be impossible.” Feng glanced sidelong at his compatriot. The Thundarian merely stared ahead, as if he did not hear. Feng snorted. “One day I mean to know the source of this so-called power of yours.”
After any die is rolled, you may exhaust this card to add or subtract 1 from its result.
HEART OF IXTH
6 Promissory Note Cards
At the end of a combat: Galvanize 1 of your units that participated. Then, return this card to the Last Bastion player.
RAISE THE STANDARD
20 Galactic Event Cards
COMPLEXITY
Advent of the War Sun
The looming monstrosity looked more like an island than it did a weapon. Still, if the reports were to believed, this...thing...was capable of incredible destruction on a scale possibly surpassing that of the Gashlai’s own weapon. Magmus flared in frustration. How had the humans managed to build something so massive undetected? Someone was to blame for this, and he meant to find out who.
At the end of setup, all players other than the Embers of Muaat player gain the War Sun unit upgrade technology. The Embers of Muaat player purges their faction-specific promissory note and places 1 additional War Sun in their home system.
30 Faction Reference Cards
1 Reference Card
of the War Sun The looming monstrosity looked more like an island than it did a weapon Still if the reports were to believed this thing was capable of incredible destruction on a scale possibly surpassing that of the Gashlai s own weapon Magmus flared in frustration How had the humans managed to build something so massive undetected Someone was to blame for this and he meant to find out who At the end of setup all players other than the Embers of Muaat player gain the War Sun unit upgrade technology The Embers of Muaat player purges their faction specific promissory note and places 1 additional War Sun in their home system 30 Faction Reference Cards 1 Reference Card
Commodities
2
4
2 ✦ 1 > I ? ; : 1 . 1 8 8 5 ; :
/
COMPLEXITY
FACTION LEADERS
I Lets you swap the position of two of your ships
II Generates income for you when players get into combats
III Produces a fleet that can appear later in any of your combats
STARTING TECH
Choose 1 red or blue technology with 1 prerequisite
STARTING COMPONENTS
Resonance Generator
FACTION ABILITIES
✦You can’t use most wormholes
✦You can create breaches when players engage in combat
✦Your home system is through a wormhole off the board
MECH
Can materialize when an active breach is present
FLAGSHIP
Enemies in systems with breaches lose unit abilities
PROMISSORY
Allows someone to block the use of a wormhole
FACTION TECH
PREREQUISITE
✦Lets your destroyers place active breaches
✦Lets you rebuild your own ships that are destroyed
BREAK THROUGH
SYNERGY
✦Place or flip breaches, which increase your ships’ move
STARTING UNITS
✦1 carrier
✦2 destroyers
✦3 fighters
✦4 infantry
✦1 space dock
✦1 PDS
HOME SYSTEM
Ahk Creuxx:
16
THE CRIMSON REBELLION
Creates breaches that link systems; Can’t use wormholes
31 Alliance Reference Cards
KIEROS ATTACHÉ
DEEPWROUGHT ALLIANCE
When another player would spend resources to research technology: That player may reduce the cost by 1; if they do, gain 1 commodity or convert 1 of your commodities to a trade good.
30 Breakthrough Cards
When you produce ships, you may exhaust this card to place those ships in a system that contains 1 of your command tokens, at least 1 of your ground forces, and no other player's ships.
THE ICON
LAST BASTION
10 Faction Technology Cards
At the end of a status phase, you may replace one of your non-unit upgrade technologies with a technology of the same color that has exactly 1 more prerequisite.
RADICAL ADVANCEMENT
THE DEEPWROUGHT SCHOLARATE
EMELPAR
Grandeur unrivaled, yet nothing but grandeur remains.
You may exhaust this card at the end of your turn to ready another component that isn’t a strategy card.
THE ACROPOLIS
LEGENDARY— EMELPAR
16 Faction Mechanic Cards
(5 Firmament Plot Cards, 5 Deepwrought Ocean Cards, and 6 Helios Cards)
74 Codex Cards
After you produce units, place up to 2 infantry from your reinforcements on any planet you control or in any space area that contains 1 or more of your ships.
THE YIN BROTHERHOOD
YIN SPINNER
When the Winnu player resolves a strategic action: You do not have to spend a command token to resolve the secondary ability of that strategy card. Then, return this card to the Winnu player.
ACQUIESCENCE
1
VICTORY POINT
Destroy the last of a player’s fighters in the active system during the anti-fighter barrage step.
FIGHT WITH PRECISION
ACTION PHASE
24 Prophecy of Kings Cards
(19 Leaders and 5 Mechs)
6
COMBAT COST
2
At the end of a round of combat on this planet, you may move up to 2 of your ground forces to this planet from planets in adjacent systems.
✦ ✦ SUSTAIN DAMAGE
RALNEL MECH
AL ARUM
When a player’s unit is destroyed: You may exhaust this card to galvanize another of that player’s units in the destroyed unit’s system.
BASTION VALIANT
DAME BRIAR
80 Command Tokens
85 Control Tokens
7 Bastion Galvanize Tokens
6 Helios Tokens (3 Nekro, 3 Bastion)
1 Crimson Sever Token
7 Crimson Breach Tokens (Double-Sided)
1 Avernus Planet Token
7 Ingress Tokens 1 Nano-Forge Attachment Token
1 Diplomacy Token 2 Empyrean Void Tether Tokens
7 Nekro Z Assimilator Tokens
1
2
4X41C “HELIOS” v1
4X41C “HELIOS” v2
1
1
CORAL REEF
Coral-analogues have evolved on many worlds, and their “reefs” are always areas of intense biodiversity.
You can perform the secondary abilities of the puppeted player’s strategy cards without spending command tokens; for “Leadership,” you can perform the primary ability instead.
ENERVATE
THUNDER’S EDGE REFERENCE
ENTROPIC SCAR (ANOMALY)
✦UNIT ABILITIES cannot be used by or against units inside of an entropic scar.
✦Wormholes that would be placed inside of an entropic scar are discarded instead.
✦Start of status phase: players with ships in entropic scar can spend a token from their strategy pool to gain a faction-specific technology.
SPACE STATIONS
✦Can’t have ground forces.
✦Players gain control when only their ships are in its space area.
✦Increases commodity value by 1 (put space station token in commodity pool as a reminder).
✦Can resolve transactions with other players that have space stations.
✦Exhaust to convert commodities to trade goods.
THUNDER’S EDGE
✦At end of turn, players can claim an expedition slice and pay its cost to gain their breakthrough.
✦Roll a die on gaining breakthrough; on a roll of 1 or 10, that player puts The Fracture into play.
✦Player that claims final slice can place Thunder’s Edge in a non-Fracture system that doesn’t contain a planet, printed wormhole, or supernova.
✦Player with most claimed expedition slices places that many infantry on Thunder’s Edge; if there is a tie, the player that claimed final slice chooses.
7
3
5
8
9
6
1
2
2
2
2
3
3
6
1
1
8
6
6
28
NEUTRAL UNIT REFERENCE
FLAGSHIP
✦SUSTAIN DAMAGE
DREADNOUGHT
✦SUSTAIN DAMAGE
✦BOMBARDMENT 5
DESTROYER
✦ANTI-FIGHTER BARRAGE 6 (x3)
INFANTRY
WAR SUN
✦SUSTAIN DAMAGE
✦BOMBARDMENT 3 (x3)
CRUISER
FIGHTER MECH
✦SUSTAIN DAMAGE
SPACE DOCK
CARRIER
COMBAT MOVE CAPACITY
COMBAT MOVE CAPACITY
COMBAT MOVE CAPACITY
COMBAT MOVE
COMBAT MOVE
COMBAT MOVE
CAPACITY
CAPACITY
MOVE COMBAT
COMBAT
COMBAT
PDS
✦PLANETARY SHIELD
✦SPACE CANNON 6
5 Commerce Tokens
system that doesn t contain a planet printed wormhole or supernova Player with most claimed expedition slices places that many infantry on Thunder s Edge if there is a tie the player that claimed final slice chooses 7 3 5 8 9 6 1 2 2 2 2 3 3 6 1 1 8 6 6 28 NEUTRAL UNIT REFERENCE FLAGSHIP SUSTAIN DAMAGE DREADNOUGHT SUSTAIN DAMAGE BOMBARDMENT 5 DESTROYER ANTI FIGHTER BARRAGE 6 x3 INFANTRY WAR SUN SUSTAIN DAMAGE BOMBARDMENT 3 x3 CRUISER FIGHTER MECH SUSTAIN DAMAGE SPACE DOCK CARRIER COMBAT MOVE CAPACITY COMBAT MOVE CAPACITY COMBAT MOVE CAPACITY COMBAT MOVE COMBAT MOVE COMBAT MOVE CAPACITY CAPACITY MOVE COMBAT COMBAT COMBAT PDS PLANETARY SHIELD SPACE CANNON 6 5 Commerce Tokens
---
6
SETUP
To set up a game of Twilight Imperium with the Thunder’s Edge
expansion, follow the Complete Setup rules found in the rules
reference with the following additions:
✦STEP 1—DETERMINE SPEAKER: After the speaker has
been determined, the players may, as a group, optionally choose or draw at random a galactic event card to put into play. Some galactic events may further modify setup. Advanced player groups are free to play with more than one galactic event, should they desire.
✦STEP 3—GATHER FACTION COMPONENTS: In addition
to their faction components from the base game and other expansions, each player takes their faction’s breakthrough card. The factions listed below take additional components:
✧The Embers of Muaat: 1 Avernus Token
✧The Nekro Virus: 7 Assimilator Z Tokens, 3 Helios Tokens, and 3 Helios Cards
✧The Empyrean: 2 Void Tether Tokens
✧The Crimson Rebellion: 1 Sever and 7 Breach Tokens
✧The Deepwrought Scholarate: 5 Ocean Cards
✧The Firmament: 5 Plot Cards, all Obsidian Components
✧Last Bastion: 8 Galvanize Tokens, 3 Helios Tokens, and 3 Helios Cards
✦STEP 4—CHOOSE COLOR: Players that wish to use the
color-based command tokens and control tokens from the Twilight’s Fall game mode may choose to do so rather than the standard faction-specific command tokens and control tokens. This may help with board clarity for novice players.
✦STEP 6—CREATE GAME BOARD: After the galaxy has
been created, set aside the three tiles that make up The Fracture; these tiles may come into play during the game.
✦STEP 7—PLACE GAME BOARD TOKENS: Place the
Thunder’s Edge token, expedition side faceup, in the common play area.
✦STEP 8—SHUFFLE COMMON DECKS: Shuffle the relic
deck and place it in the common play area.
COMPLEXITY
Advent of the War Sun
The looming monstrosity looked more like an island than it did a weapon. Still, if the reports were to be believed, this...thing...was capable of incredible destruction on a scale possibly surpassing that of the Gashlai’s own weapon. Magmus flared in frustration. How had the humans managed to build something so massive undetected? Someone was to blame for this, and he meant to find out who.
At the end of setup, all players other than the Embers of Muaat player gain the War Sun unit upgrade technology.
The Embers of Muaat player purges their faction-
specific promissory note and places 1 additional
War Sun in their home system.
When you produce ships, you may exhaust this card to place those ships in a system that contains 1 of your command tokens, at least 1 of your ground forces, and no other player's ships.
THE ICON
LAST BASTION
Additional Faction Components
for Last Bastion
Galactic Event Card
Twilight’s Fall Color-based Command and Control Tokens
Thunder’s Edge Token
Planet Side Expedition Side Relic Card
Fracture System Tiles
---
7
SETUP VARIATIONS
When playing at certain player counts or with the “Minor
Factions” galactic event, the “Create Game Board” step (step 6)
of setup is modified as described below.
FOUR-PLAYER SETUP
This setup is used only when also playing with Prophecy of
Kings. During the “Deal System Tiles” substep, each player
is dealt three blue tiles and two red tiles. Before the “Place
System Tiles” substep, the players place the hyperlane tiles
exactly as shown in the “Game Board Setup” diagram below.
FIVE-PLAYER SETUP
During the “Deal System Tiles” substep, each player is dealt
three blue tiles and two red tiles. Before the “Place System
Tiles” substep, the players place the hyperlane tiles exactly as
shown in the “Game Board Setup” diagram below. Extra trade
in five-player games based on starting position are not given to
players during setup when playing with hyperlanes.
MINOR FACTIONS SETUP
If playing with the “Minor Factions” galactic event, the “Game
Board Setup” diagram below provides an example setup that
depicts valid placement for the Minor Faction systems.
HYPERLANE SETUP
For the game board setups described on this page, hyperlane tiles are always set up in the formation shown below using hyperlane tiles 119A, 120A, 121A,
122A, 123A, and 124A. The rules for hyperlanes are described on page 12.
GAME BOARD SETUP
Minor Factions Setup
(Six-Player Example)
Four-Player Setup Five-Player Setup
Mecatol Rex
Home System Hyperlane
Ring 3
Minor Faction Home System
Ring 1Ring 2
---
8
RULES
This section describes the components and mechanics introduced
in this expansion.
THUNDER’S EDGE
EXPEDITION
Players may venture to Thunder’s Edge to
unlock powerful new abilities and potentially
earn the right to claim the planet of Thunder’s
Edge for their faction. Thunder’s Edge begins the
game in play, off the board, with its expedition
side—the side divided into six “slices”— faceup.
At the end of a player’s turn, they may commit to the expedition.
To do so, they choose an unclaimed slice of the expedition and pay
the indicated cost, placing one of their control tokens in that slice to
indicate that it has been claimed.
The expedition costs are as follows:
Spend 5 Resources
Discard 2 Action Cards
Spend 5 Influence
Discard 1 Unscored
Secret Objective
Exhaust 1 Technology
Specialty Planet
Spend 3 Trade Goods
Once claimed, that slice cannot be claimed by another player,
which means other players must choose a different cost to pay in
order to contribute to the expedition. The first time a player
claims one of the expedition slices, they gain their faction’s
breakthrough. A player can claim multiple expedition slices
in a game, but must choose a different unclaimed slice each time
they do so.
When all slices are claimed, the expedition is complete; the
player who claimed the final slice flips Thunder’s Edge to its
planet side and places it in a system of their choice that does
not contain a planet, a supernova, or
a printed wormhole. Then, the player
with the most control tokens on the
expedition places that many infantry
on Thunder’s Edge. In the case of
a tie, the player who claimed the
final slice chooses which tied player
places infantry on Thunder’s Edge.
Thunder’s Edge cannot be placed in
The Fracture.
Thunder’s Edge
Expedition Side
Thunder’s Edge Planet Side
on a system tile
BREAKTHROUGHS
AND SYNERGY
A breakthrough is a new type of faction-specific component,
most commonly gained by interacting with Thunder’s Edge. A
breakthrough will give each faction a unique new ability and
grants
synergy between two technology colors.
Synergy links two colors of technology. A technology or
technology specialty of a color that a player has synergy with
can count as the other color instead, for the purposes of
researching technology and for scoring technology-related
objectives. Even so, a technology can only count as one or the
other at any given time, not both.
Each time a breakthrough is gained, there is a possibility that
the fracture will come into play. When a player gains their
breakthrough, regardless of the source, if The Fracture is not
already in play, they roll one die. If their die roll is equal to 1 or
10, they put The Fracture into play.When you produce ships, you may exhaust this
card to place those ships in a system that contains
1 of your command tokens, at least 1 of your
ground forces, and no other player's shipsK
THE ICON
LAST BASTION
This breakthrough grants
red-yellow synergy.
---
9
THE FRACTURE
The Fracture is an enigmatic area of space that is not connected to the rest of the galaxy. When The Fracture comes into play, the player that brought it into play places it along any edge of the game board, based on player count, as shown in “The Fracture” diagram. They then place neutral units as indicated on the back of The Fracture’s tiles.
If The Fracture was brought into play by a breakthrough roll, the rolling player places ingress tokens on the game board. For each synergy color on their breakthrough, that player must choose three systems that contain matching technology specialties, if able, and place ingress tokens in those systems. A system cannot have more than one ingress token, and no more than six ingress tokens can be placed in this way.
If The Fracture was brought into play by another ability, or by a breakthrough that does not have synergy (as is the case with the Nekro Virus faction), the player chooses four planets and places an ingress token in those planets’ systems. Each planet must be in a different system and must have a different technology specialty. If there are not four different technology specialties in play, the remaining ingress tokens are not placed.
Ingress Token
The Fracture
System Tile Back
Neutral Units
Finally, the players place an ingress token in the Thunder’s Edge system, if it is in play, or in the Mecatol Rex system, if the expedition has not been completed.
Regardless of where The Fracture is placed, its systems are not adjacent to the systems it is touching, and each of its systems is considered to be on the edge of the game board. Access to The Fracture is possible through ingress tokens. A system that contains an ingress is adjacent to each system in The Fracture that contains an egress. However, ingress systems are not adjacent to other ingress systems, and egress systems are not adjacent to other egress systems.
Planets inside The Fracture are highly rewarding. Each planet in the fracture has a relic icon. One planet, Styx, has both a relic icon and is a legendary planet.
Egress
THE FRACTURE
Three-Player Setup Four or More Players Setup
Fracture Tile
---
RELICS
When a player gains a planet card from the planet deck that has a relic icon, or when a game effect tells them to draw a relic, they draw the top card of the relic deck and place it faceup in their play area. Relics provide players with powerful abilities that can change the course of the game.
LEGENDARY PLANETS
Many of the planets in this expansion are legendary planets, which are indicated by the legendary icon.
When a player takes control of a legendary planet, they also place its legendary planet ability card in their play area. Each legendary planet ability card grants its owner a unique and powerful ability. If a player gains control of an exhausted legendary planet ability card, it remains exhausted.
Legendary Icon on Styx
Styx’s Planet Card and Legendary Planet Ability Card
STYX
Where light goes to die.
The last memory of the universe before.
When you gain this card, gain 1 victory point.
When you lose this card, lose 1 victory point.
A SONG LIKE MARROW
LEGENDARY—STYX
NEUTRAL UNITS
Neutral units are non-player forces that engage a player in combat if the player moves units to the planet or space area that those neutral units occupy. Neutral units’ combat stats are indicated on the neutral unit reference card, and their rolls are made by any player other than the active player. During combat, hits are assigned to neutral units in the order presented on the neutral unit reference, prioritizing units lower on the reference card first (for example, hits will always be assigned to neutral destroyers before they are assigned to neutral cruisers).
Neutral units always use unit abilities when they can (sustain damage, space cannon, etc.) but are otherwise unable to use any other abilities. Neutral units do not take turns or perform any other game function unless explicitly stated by rule or ability text.
Neutral units count as other player’s units for the purpose of resolving players’ abilities and other game effects. There is, however, no “neutral player,” and neutral units are incapable of making decisions; in the unlikely event that a decision needs to be made for a neutral unit, the speaker makes that decision instead.
PURGE
If an ability instructs a player to purge a component, that component is removed from the game and returned to the box.
SPACE STATIONS
Some systems contain space stations. A player gains control of a space station from the deck or from another player when they are the only player that has ships in its system. They do not lose control of the station if those ships move out of its system.
Each space station has a corresponding planet card, which is gained exhausted and is spent, readied as if it were a planet. However, structures and ground forces cannot be placed on or committed to space stations, and they do not count as planets for the purpose voting, objectives, or controlling a home system.
A player’s commodity value is increased by 1 for each space station they control; corresponding commerce tokens are placed in their commodity pool as a reminder. A player that controls a space station can resolve transactions with other players that control a space station, even if they are not neighbors. Finally, players can exhaust a space station at any time to convert their commodities to trade goods.
NEUTRAL UNIT REFERENCE
FLAGSHIP
✦SUSTAIN DAMAGE
DREADNOUGHT
✦SUSTAIN DAMAGE
✦BOMBARDMENT 5
DESTROYER
✦ANTI-FIGHTER BARRAGE 6 (x3)
INFANTRY
WARSUN
✦SUSTAIN DAMAGE
✦BOMBARDMENT 3 (x3)
CRUISER
FIGHTER MECH
✦SUSTAIN DAMAGE
SPACE DOCK
CARRIER
COMBATMOVE CAPACITY
COMBATMOVE CAPACITY
COMBATMOVE CAPACITY
COMBATMOVE
COMBATMOVE
COMBATMOVE
CAPACITY
CAPACITY
MOVE COMBAT
COMBAT
COMBAT
PDS
✦PLANETARY SHIELD
✦SPACE CANNON 6
Neutral Unit Reference Card
Space Station Icon
Relic Icon on Styx
Relic Card
Space Station Token
---
ENTROPIC SCAR
ANOMALY
An entropic scar is a new kind of anomaly. All unit abilities (Sustain Damage, Production, Planetary Shield, Space Cannon, Bombardment, Deploy, and Anti-Fighter Barrage) cannot be used by or against units inside of an entropic scar. Text abilities are unaffected. Additionally, wormholes that would be placed inside of an entropic scar are discarded instead.
At the start of the status phase, a player that has ships in an entropic scar can spend a token from their strategy pool to gain one of their faction-specific technologies.
DUAL PLANET TRAITS
Planets that have dual planet traits count as having both traits. When exploring one of these planets with the Prophecy of Kings expansion, the exploring player can choose to draw a card matching either of the planet’s traits (but not both).
DUAL SPECIALTIES
Some planets have two technology specialties. These planets can be exhausted when researching technology to satisfy either or both prerequisites simultaneously.
Entropic Scar
Cultural/Hazardous
Planet
Industrial/Cultural
Planet
Hazardous/Industrial
Planet
1
1
Explorers were surprised to discover that this apparently lifeless rock has a rich fungal ecosystem in its interior, eating radiation from the planetoid’s heavy metal core.
NEW TERRA
Technology
Specialties
COEXIST
Some game effects allow a player’s units to coexist with other units on a planet. When a unit or units coexist with another player’s units, they do not trigger combat. The player whose units triggered coexistence does not gain or retain control of the planet; if they already controlled it, the player they are now coexisting with gains control of it instead, exhausted. Coexisting structures are always blockaded. If the coexisting player places, produces, or moves additional units onto that planet, those units also coexist. If a player’s coexisting units become the only units on a planet, that player gains control of the planet.
Coexisting units can be bombarded. When a player makes a bombardment roll against a planet, they choose which of their units with bombardment are bombarding which other player’s units, rolling against each player separately.
Coexisting units can have combat initiated against them by units being committed to the planet that contains them, including units that they were already coexisting with. The activating player may choose not to engage the coexisting units, however, and leave the coexisting units in a state of coexistence. If a player does wish to engage coexisting units, they may optionally engage a coexisting player’s units after winning a combat against the planet’s owner, initiating separate combats against any coexisting player as desired.
Likewise, a coexisting player may choose to end their coexistence by activating the coexisting unit’s system and committing the coexisting units against the planet they are coexisting on. If they win the ground combat, they cease coexisting and gain control of the planet as normal.
When scoring objectives, a coexisting player counts as controlling the planet they are coexisting on; they do not count as controlling the planet for any other game ability or effect.
---
HYPERLANES
When playing with five players, or when playing with four players and the Prophecy of Kings expansion, the galaxy is set up with hyperlane tiles (see “Game Board Setup” on page 7). Each contiguous line created by one or more hyperlane tiles is a hyperlane. System tiles connected by a hyperlane are considered adjacent for all purposes.
Hyperlane tiles improve balance in the starting positions for each player, so players in five-player games do not receive extra trade goods for having a particular starting position.
Hyperlane tiles are not systems. They cannot have units on them and they cannot be targets for effects or abilities.
GALACTIC EVENTS
Galactic events are optionally selected during game setup and can change the parameters of play. Each event is different and contains the rules needed to play.
Hyperlanes make the red-highlighted system adjacent to the two yellow-highlighted systems.
COMPLEXITY
Advent of the War Sun
The looming monstrosity looked more like an island than it did a weapon. Still, if the reports were to be believed, this...thing...was capable of incredible destruction on a scale possibly surpassing that of the Gashlai’s own weapon. Magmus flared in frustration. How had the humans managed to build something so massive undetected? Someone was to blame for this, and he meant to find out who.
At the end of setup, all players other than the Embers of Muaat player gain the War Sun unit upgrade technology.
The Embers of Muaat player purges their faction-specific promissory note and places 1 additional War Sun in their home system.
FACTION REFERENCE CARDS
These cards contain a short summary of a faction’s capabilities, including those granted by cards in Prophecy of Kings. These cards are also used during setup of the Twilight’s Fall game mode and with Galactic Events to determine random factions.
ALLIANCE REFERENCE CARDS
These cards are a reference for when playing with the Prophecy of Kings “Alliance” promissory note. These cards are also used in the Alliance game variant, in some Galactic Events, and with the Yin Brotherhood’s breakthrough card.
When gained for any reason other than a reference to an “Alliance” promissory note, the gaining player places the card in their play area. They can use its ability.
DIPLOMACY TOKEN
This token is a player aid included to facilitate ease of play when resolving simple uses of the “Diplomacy” strategy card’s primary ability. It represents a command token from each player. It cannot be used to bring a player above the component limit for command tokens and should not be used when interacting with abilities that remove command tokens.
Commodities
42
COMPLEXITY
FACTION LEADERS
I Lets you swap the position of two of your ships
II Generates income for you when players get into combats
III Produces a fleet that can appear later in any of your combats
STARTING TECH
Choose 1 red or blue technology with 1 prerequisite
STARTING COMPONENTS
Resonance Generator
FACTION ABILITIES
✦ You can’t use most wormholes
✦ You can create breaches when players engage in combat
✦ Your home system is through a wormhole off the board
MECH
Can materialize when an active breach is present
FLAGSHIP
Enemies in systems with breaches lose unit abilities
PROMISSORY
Allows someone to block the use of a wormhole
FACTION TECH
PREREQUISITE
✦ Lets your destroyers place active breaches
✦ Lets you rebuild your own ships that are destroyed
BREAKTHROUGH
SYNERGY
✦ Place or flip breaches, which increase your ships’ move
STARTING UNITS
✦ 1 carrier
✦ 2 destroyers
✦ 3 fighters
✦ 4 infantry
✦ 1 space dock
✦ 1 PDS
HOME SYSTEM
Ahk Creuxx:
THE CRIMSON REBELLION
Creates breaches that link systems; Can’t use wormholes
KIEROS ATTACHÉ
DEEPWROUGHT ALLIANCE
When another player would spend resources to research technology: That player may reduce the cost by 1; if they do, gain 1 commodity or convert 1 of your commodities to a trade good.
Diplomacy Token
---
13
COMBAT AND UNIT ABILITIES
✦ During a combat roll or a roll for a unit ability where a player and their ally each have units present, both can participate in the same roll; their rolls are combined and hits are assigned as normal. When an opposing force produces hits against allied players, the allies will decide together which units the hits will be assigned against; if they cannot come to a consensus, the active player assigns the hits.
✦ Effects that produce hits that are assigned by an opponent against an allied pair can be assigned to either ally’s units in any combination.
ABILITIES AND EFFECTS
✦ Your ally’s units count as neither your units nor as other players’ units for the purpose of resolving game effects and abilities.
✦ Abilities that trigger when a player activates a system that contains another player’s units, planets, or command tokens do not trigger when those players are allies.
✦ Your unit abilities (space cannon, planetary shield, etc.) do not affect your ally.
✦ Agent abilities can be used on your ally.
✦ Your ally’s planets count as your planets for the purpose of resolving abilities, but you cannot exhaust them and they do not count for scoring objectives or scoring the “Imperial” victory point.
ELIMINATION
✦ A player cannot be eliminated as long as their ally controls a planet.
WINNING THE GAME
✦ The game is played using the “14” side of the victory point track. One player must have 14 victory points and their ally must have at least 10 victory points in order for that alliance to win the game.
ALLIANCE GAME VARIANT
In this game variant, players form teams of two against up to three other alliances. This can be played with four, six, or eight players.
To accommodate team play, the rules are modified as follows:
SETUP
✦ STEP 2—CHOOSE FACTIONS: Each player must also be assigned an ally. Determine which pairs of players will be allies. Each player takes the Alliance reference card that corresponds to their ally and places it in their play area.
NOTE: The ally of the Mahact Gene-Sorcerers faction also places a command token from their reinforcements into the Mahact’s fleet pool.
✦ STEP 4—CHOOSE COLOR: If playing with the Prophecy of Kings expansion, each player purges their “Alliance” promissory note and flips their commander to its unlocked side; all commanders are unlocked at the start of the game.
TRANSACTIONS
When performing transactions with your ally, players follow a modified set of rules:
✦ When you exchange commodities with your ally, they do not convert into trade goods.
✦ While you may receive promissory notes from your ally as part of a transaction (to later give to another player, for example), you cannot resolve those promissory notes.
MOVEMENT AND CONTROL
✦ Your ships may move through and into systems that contain your ally’s ships; this does not trigger a space combat.
✦ Your ground forces may land on planets controlled by your ally; this does not trigger a ground combat or cause you to gain control of that planet.
✦ When a game effect allows a player to redistribute command tokens, they may also exchange planet cards with their ally, provided that the receiving player has at least 1 ground force or structure on that planet. This exchange does not change the ready or exhausted state of a planet card and does not trigger abilities that occur when you gain control of a planet.
✦ When your ally activates a system, you may simultaneously perform a tactical action in that system with your ally; if you do, you must spend and place a token from your tactic pool as normal.
✦ You may, if your ally allows it, transport, support, and commit their fighters and ground forces using your units that have capacity.
---
MAP APPENDIX
The Twilight Imperium community is filled with
many talented (and cheeky) map-makers! Check
out one of the premade maps below or get involved
with the Twilight Imperium community online to
add a little spice to your galactic cartography.
“THUNDER DREAMING”
This map is ideal for six novice players and
will provide a balanced game experience
that showcases many new Thunder’s Edge
tiles but does not require the Prophecy of
Kings expansion.
“SUBJUGATION”
This map is used for an amped up game
of the “Minor Factions” galactic event.
The Prophecy of Kings expansion is
required. Each player chooses from
among the following factions:
Randomly set up each unchosen faction’s
home system in the red spaces indicated
on the map; these are the minor faction
systems. If Keleres is a minor faction,
choose one of its three possible home
systems at random. If The Firmament/
Obsidian is a minor faction, randomly
choose which side of its home system
to use; this will determine whether the
Firmament or Obsidian alliance card is
granted by Minor Factions.
1MEC ATOL RE X44 46
GARBOZIA105
TINNES
NEUTER A
1
2
1
1113 29
3
0
RARRON
1
2
QUCEN’N35
3
2
LIRTA IV
3
1
BEREG37
4
0
MEER
1
2
ARINAM28
3
0
TORKAN
2
0
TEQU’RAN30
1
3
ZOHBAT
0
2
MELLON40 101
OLERGODT1
2115
INDUSTREX0
2109
TSION STATION
BELLATRIX
1
1
2
1
1100
TEMPESTA26
3
1
LODOR47 80 27
1
3
STARPOINT
1
1
NEW ALBION39
2
099
EMELPAR111
OLUZ STATION
TARANA
1
1
2
1114 42 107
HERCALOR
TIAMAT
0
1
2
134
1
1
GRAL
1
3
CENTAURI
0
2
2
1
1
3110
HORIZON
LUTHIEN VI
EL’NATH38
0
2
FRIA
3
0
ABYZ49 48
26
107 42
INTEGRATED
HACANAMY
GET THAT
GUAC
I’M THE
GARBOZIA
MAN
ALWAYS
VOTE FOR
IXTHIAN
GHOST BAT
HONEYMOON
TECH IS
THE BEST
43 47
109 100
28
101 115 40 30
35 37
46
113 29 105 98
112 44
38
48 49
34 110
99
114 111
27 39 112
6
1MEC ATOL RE X115
INDUSTREX0
2117
THE WATCHTOWER
1
1
2
099
EMELPAR113 111
OLUZ STATION
TARANA
1
1
2
139 79 35
3
2
LIRTA IV
3
1
BEREG
3
197
FAUNUS106
LAZUL RE X
CRESIUS
2
2
1
0
1
298
GARBOZIA116
LEMOX3
068 EVERRA
1
337
4
0
MEER
1
2
ARINAM109
TSION STATION
BELLATRIX
1
1
2
1
0
2
2
1
1
3110
HORIZON
LUTHIEN VI
EL’NATH
1
1100
TEMPESTA114 75
ASHTROTH
0
2
0
ABADDON
1
1
2
LOKI107
HERCALOR
TIAMAT
0
1
2
177 105
TINNES
NEUTER A
1
2
1
140 101
OLERGODT1
2
37
107
RESEARCH
STATION
ALPHA
LAZAX
IMPERIAL
MEMORIAL
NEW
FRONTIER
BIO-CONTAMINANT
ZONE
LOST
TRADE
NEXUS
RESEARCH
STATION
OMEGA
116
79
106 98 97 35
111 39
68
99
77
113 117 115
112
101 105 40
100
75 114
109 110
---
“RED VS BLUE”
This map pits players against one another in a 2v2 alliance mode deathmatch. The Prophecy of Kings expansion is required. The players on the galactic west (‘Roll For Initiative’ and ‘The Cheeky Rift’) are a team, facing off against the players on galactic east (‘If I Only Had A ’ and ‘Once Upon A War Sun’). But take heed, as each team only has two kinds of technology specialties nearby.
“LEGENDARY”
This map is an off-balance six-player arena aimed at driving players toward the galactic center and making them fight for every last scrap. The Prophecy of Kings expansion is required. Unlike a standard map, the systems equidistant from players’ home systems—all legendaries, coincidentally—are in the center ring.
1MEC ATOL RE X24
MEHA R XULL102
ANDEAR A
SA K UL AG
L AZAR111
O L U Z S TAT I O N
TAR ANA
E VERR A
T SION STATION
B E L L AT R I X
EMELPAR62
SEM - LORE2
T E M P E S TA46 122A
HORIZON
LUTHIEN V I
E L’ N A T H75
ASHTROTH
ABADDON
LOKI76
RIG EL II
RIG EL I
RIGEL III
LEMOX3
INDUSTRE X0
FAUNUS124A 123A
ROLL FOR INITIATIVE
THE CHEEKY RIFT
IF I ONLY HAD A
ONCE UPON A WAR SUN 112
1MEC ATOL RE X21
THIBA H42
T E M P E S TA46
EMELPAR
G A RB OZI A36
LOR
ARNOR39
INDUSTRE X0
FAUNUS19
WELLON103
V IR A PICS III3
MEER
ARINAM114
LESA B1
L A ZUL RE X
CRESIUS
C A PH A
KOSTBOTH
PERIMETER1
THE WATCHTOWER
LEMOX3
JEOL IR
ACCO EN69
HORIZON
LUTHIEN V I
E L’ N A T H64
AT L A S
OLERGODT1
LODOR113
YOU’RE AN (ENTROPIC) STAR INDUSTRY GAMES A NICE SLICE #1 HOT NEW STATION WHEN LIFE GIVES YOU LEMOX GALAXY CROSSING
---
Aello (Deepwrought Commander)
✦ The Deepwrought player cannot choose to disallow Aello from being used by other players. Once unlocked, Aello can be used by any player that wishes to.
Coexist (Deepwrought Faction Mechanic)
✦ It is possible for multiple players to coexist on one planet.
Riftwalker Meian (Creuss Hero)
✦ This hero cannot swap the Ahk Creuxx system or the systems that make up The Fracture.
Galactic Events (Without PoK)
✦ The Wild, Wild Galaxy and Age of Exploration galactic events can be played without Prophecy of Kings; simply ignore the text that refers to Prophecy of Kings components.
Minor Factions (Galactic Event)
✦ When the Ghosts of Creuss or Crimson Rebellion faction is chosen as a minor faction, the Creuss Gate or the Sorrow, respectively, is placed in a minor faction spot, while the home system is placed near the game board.
Age of Exploration (Galactic Event)
✦ New tiles cannot be placed off of the Ghosts of Creuss home system, the Crimson Rebellion home system, the Wormhole Nexus, or any Fracture tiles.
Wild, Wild Galaxy (Galactic Event)
✦ If a player’s home system is replaced by a supernova, it is still that player’s home system. Likewise, if there are no planets in a player’s home system, they still control every planet in their home system and can score public objectives.
CLARIFICATIONS
This section includes clarifications about timings, interactions, and easily overlooked rules. If the players have a question, they should look here or consult the Living Rules Reference online.
Space Stations (System Tiles)
✦ A system that contains a space station and no planets gets a frontier token during setup when playing with Prophecy of Kings.
Gravity Rift (Anomaly)
✦ A gravity rift can only contribute its movement bonus to ships that pass through it once per ship. This is a change from previous rulings.
Thunder’s Edge (Planet)
✦ When Thunder’s Edge is placed into a system that contains a frontier token, do not remove the frontier token; it can still be explored as normal.
Warfare (Strategy Card)
✦ If a tactical action that is part of the Warfare primary is canceled, or the resolving player’s turn is ended, the rest of the strategy card is still resolved.
Abilities (General)
✦ An ability that is unresolved cannot be triggered again within a timing window that is generated by itself.
Executive Order (Keleres Faction Technology)
✦ Agendas that refer to “This Agenda Phase” remain in play and are resolved during that game round’s Agenda phase, or if that round does not have an Agenda phase, the next Agenda phase that is resolved.
Plot Cards (Firmament Faction Ability)
✦ Once the game starts, the Firmament’s Plot cards are hidden information. Players can look at the plot cards before the game begins, however.
Cronos and Tallin (Firmament Home System)
✦ When the Firmament’s home system is flipped, units on Cronos are placed on Cronos Hollow. Units on Tallin are placed on Tallin Hollow. Units in the space area remain in the space area.
Firmament/Obsidian (Faction Technologies)
✦ While these technologies cannot be researched once The Firmament has become The Obsidian, they can be gained directly by game effects that specify “gain.”
Breaches (Rebellion Faction Mechanic)
✦ If the component limit of breaches is reached, inactive breaches can be moved from elsewhere to resolve the effect; active breaches, however, must be removed or flipped before they can be placed again.
THUNDER’S EDGE
EXPEDITION QUICK REFERENCE
Spend 5 Resources
Discard 2 Action Cards
Spend 5 Influence
Discard 1 Unscored Secret Objective
Exhaust 1 Technology
Specialty Planet
Spend 3 Trade Goods
LIVING RULES REFERENCE
Find the Living Rules Reference online at www.fantasyflightgames.com/en/products/twilight-imperium-fourth-edition
---
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