Full manual text
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1. The Objective Of The Game
To win a game of TWILIGHT IMPERIUM (“TI”), players
seek to accumulate a total of 10 victory points by
achieving objectives and carefully choosing helpful
strategies. The game ends when one player gains his
10th victory point or immediately after any other game-
ending condition applies (see later).
2. Game Contents And Preparations
2.1 Game Content
Enclosed in your TI box, you will find the following
components.
• 6 (8 SE) frames of highly detailed plastic components
in 6 (8) colours. Each frame contains the following:
◦◦5 Dreadnoughts
◦◦4 Carriers
◦◦8 Cruisers
◦◦8 Destroyers
◦◦2 War Suns
◦◦12 Ground Forces
◦◦10 Fighters
◦◦6 Planetary Defense Systems (PDS)
◦◦3 Space Docks
◦◦1 Flagship
◦◦4 Mechanized Units
• 256 Technology Cards, 28 each in eight decks
separated by colour (24x6 BG, 28x8 SE, 32x8 SotT -
3 Replaced x 6 in SE)
• 34 Race-specific Technologies Cards (14 SE, 22 SotT
- 2 Replaced in SotT)
• 3 Race-specific Technology Tokens
• 17 Flagship Cards
• 34 Trade Cards, 2 each for 17 races
• 51 Leader Counters, 3 each for 17 races
• 272 Command Counters, 16 each for 17 races
• 289 Control Markers, 17 each for 17 races (15x10
BG, 17x14 SE, 17x17 SotT)
• 51 Representative Cards, 3 each for 17 races
• 17 Race Sheets (10 BG, 4 SE, 3 SotT)
• 86 Hexagonal Board Tiles (43 BG, 28 SE, 15 SotT)
• 91 Planet Cards (51 BG, 28 SE, 12 SotT)
• 16 Facility Cards (8 Colonies, 8 Refineries)
• 170 Action Cards (103 BG, 40 SE, 34 SotT - 7
Replaced: 5 in SE, 2 in SotT)
• 110 Political Cards (60 BG, 32 SE, 19 SotT - 1
Replaced in SE)
• 68 Objective Cards, Secret and Public (30 BG, 28 SE,
10 Preliminary SotT)
• 16 Mercenary Cards
• 40 Promissory Note Cards
• 20 Cardboard Strategy Cards (8 BG, 8 SE, 1 Variant
Strategy Card in SE, 3 Variant Strategy Cards in SotT)
• 8 Bonus Counters
• 64 Trade Goods Counters (40 BG, 12 SE, 12x3 SotT)
• 51 Fighter Supplement Counters, 23x1 + 28x3 (23
BG, 12 SE, 16 SotT)
• 51 Ground Force Supplement Counters, 23x1 + 28x3
(23 BG, 12 SE, 16 SotT)
• 12 Shock Troop Tokens
• 12 Space Mine Tokens
• 2 Mecatol Custodian Tokens
• 8 Artefact Tokens
• 1 High Alert Token
• 3 Worm Hole Tokens
• 66 Domain Counters (44 BG, 22 SE)
• 15 Space Domain Counters
• 16 Mercenary Tokens
• 8 Unit Reference Cards (8 new in SotT)
• 1 Speaker Token
• 1 Victory Point Track
V1.2 - 14/10/2012
Complete Ruleset with Shattered Empire and Shards of the Throne additions, Online Variants, Preset Maps and
FAQ 2.5, Linklist and additional Help. The Errata has been integrated in the corresponding chapters, when possible.
Also the FAQ has been sorted. Fall of the Empire Scenario related rules removed for space related reasons.
Edited by Oigelb (http://boardgamegeek.com/user/Oigelb) - Reedited and laid out by Zu7u (http://boardgamegeek.com/user/Zu7u)
Base Game Rules and Options
Rules and Options from the Shattered Empire Expansion (SE)
Rules and Options from the Shards of the Throne Expansion (SotT)
Online Rules and Options (from the FFG-Website)
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• 3 Rules Booklets (1 BG, 1 SE, 1 SotT)
• 4 10 sided dice
Part of the Scenario “Fall of the Empire”
• 1 Race Sheet (the Lazax)
• 16 Lazax Command Counters
• 17 Lazax Control Counters
• 2 Scenario Strategy Cards
• 34 Agenda Cards
• 1 Lazax Objective Card
• 7 Scenario Objective Cards
• 2 Lazax Trade Agreements
• 31 Treaty Cards
• 1 Variant Mecatol Rex Hexagonal Board Tile
2.2 The Shattered Empire Icon
All the cards in this expansion are marked with the
Shattered Empire symbol on their fronts,
to allow you to easily separate them from
your base Twilight Imperium game.
2.3 The Shard of the Throne Icon
All the cards included in this expansion are marked with
the Shards of the Throne symbol on their
fronts, to allow you to easily separate
them from your base Twilight Imperium
game.
2.4 Replacement Cards for Base Game
Several replacement cards for the Twilight Imperium
3rd Edition base game are included in SE. Some of these
cards have been revised to correct errata, while others
have been revised to work better with this expansion. To
use the replacement cards, simply remove the original
cards from their appropriate decks and replace them
with the new versions. The replacement cards are:
Technology Cards
6 Advanced Fighters (1 in each colour)
6 Micro Technology (1 in each colour)
6 Assault Cannon (1 in each colour)
Action Cards
4 Direct Hit Cards
1 Ruinous Tariff Card
Political Cards
1 Open the Trade Routes Card
2.5 Replacement Cards for Shattered Empire
Two replacement cards for the Twilight Imperium: Third
Edition base game are included in this expansion. Two
replacement cards for the Shattered Empire expansion
are also included in this expansion. To use the
replacement cards, simply remove the original cards
from their appropriate decks and replace them with the
new versions. The replacement cards are:
Action Cards
1 Ghost Ship Card
1 Star of Death Card
Race-Specific Technology Cards
1 Bioptic Recyclers Card
1 Berserker Genome Card
3. Component Overview
We will here summarize the various components of TI,
so that you may recognize them while reading these
rules.
3.1 Map Hexes
Before every game of TI, players will create a unique
game board by connecting the provided hexagon
map pieces. Each individual piece is called a system.
The systems of TI each represent an area of space, its
planets, and/or other elements of interest. Systems that
contain an interior yellow outline are Home Systems
from which the great races hail. Systems containing
an interior red outline are Special Systems (such as
Asteroid Fields) governed by special rules. There are 28
new system tiles in SE, including Ion Storms (a new type
of Special System). Hope’s End, the imperial training
ground, is also among the new systems. One of the
new systems is the Wormhole Nexus (WN), which is
easily distinguished by its non hexagonal shape. Use of
this system is optional, and when this rulebook refers
to systems, the WN should be excluded unless stated
otherwise. There are 14 new system tiles in SotT,
including a Gravity Rift (a new type of Special System)
and new Home Systems. A variant version of Mecatol
Rex, used only in the Fall of the Empire scenario, is also
among the new systems.
3.2 Plastic Game Units
The detailed plastic pieces of TI (collectively called
units) represent the military personnel, shipyards,
defensive systems, and spaceships that players will
command. Units not employed on the game board are
kept in a player’s reinforcement area.
3.3 Planet Cards
Representing the multitude of planets in TI, Planet
Cards are used by players to indicate ownership over
each individual planet and are exhausted (turned face
down) when their owner spends the planets’ resources
or influence.
3.4 Technology Cards
At the beginning of the game, each player receives
an identical Technology Deck (separated by colour)
consisting of 24 (28 with SE, 32 with SotT) technology
advances. Throughout the game, when a player
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purchases (or otherwise acquires) a technology, the
corresponding Technology Card is taken from his deck
and placed face-up before him.
3.5 Action Cards
The Action Cards of TI provide players with a variety
of helpful events, maneuvers, bonuses, and other
advantages. Players receive Action Cards throughout
the game by a variety of activities.
3.6 Political Cards
Often the representatives of the great races must
meet in the hallowed halls of the Galactic Council on
Mecatol Rex to debate, deliberate, and enact policy for
the custodial imperial charter. When a player executes
the primary ability of the Political Strategy Card during
the Action Phase (see later), he must draw and resolve
the top card of the Political Deck. Each Political Card
contains an agenda that all players must vote upon. The
effects of an agenda can range from a minor formality,
to a major change in the very structure of the game.
3.7 Objective Cards
In order to win TI, players need to accumulate 10 victory
points. The primary way for players to receive such is by
qualifying for the requirements of an Objective Card.
The victory points provided by Public Objective Cards
are attainable by all players, whereas those from Secret
Objective Cards are individual to each player.
The new sets of Stage I and Stage II Public Objectives
can optionally be used instead of the original Objective
deck. These cards tend to focus more on military
conflict than the original set. Also provided are 3 new
Secret Objectives, to be mixed in with the original set.
Finally, Special Objectives have been included for use
with two new optional rules: Artefacts and the Voice of
the Council option.
Preliminary Objective Cards optionally start players
with easier objectives worth 1 victory point each. Also
provided are Scenario Objective Cards, only used in the
Fall of the Empire scenario (including a special Lazax
Objective Card).
The Secret Objective Deck
Some cards and rules in this expansion refer to the
Secret Objective deck. This deck consists of any Secret
Objective not in play. Instead of placing unused Secret
Objective cards in the box, simply place them in the play
area. When a player fulfils a Secret Objective card, it is
removed from the game (and not shuffled back into this
deck).
3.8 Trade Cards
Each race has two Trade Contract cards which they can
use to form trade agreements with other players. Each
Trade Card has a numerical trade value which varies
from race to race.
3.9 Strategy Cards
Each of the eight cardboard Strategy Cards represents
a powerful short term strategy. During the Strategy
Phase of each game round, each player will select
one Strategy Card and must later use its primary
ability. Each Strategy Card also enables an important
secondary ability that other players may execute after
the primary ability is resolved.
SE features a new set of eight variant Strategy Cards,
with a white background, that favours different
strategies than the original set. In addition, there is
a High Alert token for use with the new Warfare II
Strategy Card. The variant Imperial Strategy Card, with
a black background, may optionally be used with the
original set of Strategy Cards.
SotT features variant Political, Assembly, and Trade
Strategy Cards. Two Strategy Cards only used for the Fall
of the Empire scenario are also included.
3.10 Bonus Counters
After all players have selected a Strategy Card during
the Strategy Phase, there will (in a six player game) be
two Strategy Cards remaining in the common play area.
Before the Strategy Phase ends, the two remaining
Strategy Cards both receive a Bonus Counter that is
placed on top of the Strategy Card itself. A player that
later selects such a Strategy Card will be able to use
the Bonus Counter to receive an additional Command
Counter or Trade Good.
3.11 Command Counters
The Command Counter in TI is the abstract but integral
resource representing the domestic mandate, budget,
organization, logistics and preparedness of your race.
When a player receives a Command Counter from his
reinforcements, he must place it in either the Fleet
Supply area, Strategy Allocation area, or Command
Pool area on his Race Sheet. In order to execute tactical
actions (such as moving, building, or initiating combat
on the board), take advantage of the secondary abilities
of Strategy Cards, or manage his fleets, a player must
wisely allocate and spend Command Counters.
3.12 Control Markers
At the beginning of the game, each player is provided
with a generous number of flag-shaped Control
Markers, each bearing the insignia of that player’s
race. The Control Markers are used to represent a race
wherever appropriate, such as on the Victory Point
Track, on successfully achieved Objective Cards, and
(most often) to indicate ownership of planets.
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3.13 Trade Good Counters
These counters represent the wealth and rewards of
interstellar commerce. They are primarily obtained by
active trade agreements while the Trade Strategy Card
is being executed. A player’s Trade Goods can be used
as a direct substitute for either resources or influence,
and are frequently used as currency among players to
pay for bribes or other considerations.
3.14 Victory Point Track
The Victory Point Track is used to indicate each player’s
accumulation of victory points. Note that the main side
of the Victory Point Track has spaces numbered from 0
to 10, whereas the reverse side is numbered 0 to 14.
The reverse side is be used with the optional The Long
War rule.
3.15 Speaker (First Player) Token
This token is claimed each round by the player who
selects the Initiative Strategy Card during the Strategy
Phase. The player who controls the Speaker Token
always chooses the first Strategy Card during the next
Strategy Phase.
3.16 Ground Force/Fighter Unit Supplement
Tokens
The Ground Force and the Fighter units are the only
units in the game that players may purchase unlimited
quantities of. All other unit types are limited to the
figures provided with the game. The Fighter and
Ground Force supplement tokens represent the extra
Fighter and Ground Force units that players may add to
their forces.
3.17 Race Sheets
Enclosed in your game, you will find 10 (14 with SE, 17
with SotT) large cardboard sheets, each representing
one of the great races of the TI universe. After selecting
a race to play, each player receives the corresponding
Race Sheet, which provides each player with specific
information for his race as well as helpful game
information tables. The Race Sheet is also used for
keeping track of a player’s active Command Counters
and Trade Goods.
A race sheet for the Lazax is also included in SotT. The
Lazax race is only used in the Fall of the Empire scenario.
Cards and Markers are also provided for this race.
3.18 Race-Specific Technologies
Each of the 17 races now has one Race Specific
Technology. These optional Technology cards may only
be acquired by the appropriate race. In SotT there is a
second race specific Technology per Race included.
3.19 Facility Cards
These cards represent refineries and colonies that
players may build on a planet to increase the planet’s
resources or influence value.
3.20 Unit Reference Cards
The unit reference cards provide players with an image
of each unit type and its game stats.
3.21 Shock Troop Tokens
Shock Troops represent battle hardened, veteran
Ground Forces. These special Ground Forces are much
more powerful and have special rules governing them.
3.22 Space Mine Tokens
With the new Space Mines option, Cruisers have the
ability to deploy space mines. Ships moving into a
system that contains space mines could be destroyed
before combat.
3.23 Mecatol Rex Custodian Tokens
These tokens represent guardians of Mecatol Rex.
3.24 Artefact Tokens and Objective Cards
These tokens represent four ancient relics of power that
are hidden somewhere through out the galaxy. Each
artefact also has a corresponding Special Objective card
worth 1 Victory Point to its controller.
3.25 Wormhole Tokens
Special Wormhole tokens have been included for use in
optional map setups.
3.26 Agenda Cards
These cards replace the Political Card deck when playing
the Fall of the Empire scenario.
3.27 Flagship Cards
Each of the 17 races now has the ability to build its own
Flagship, a powerful warship with unique race-specific
abilities. These optional ships may only be built by the
appropriate race.
3.28 Mercenary Cards
These cards represent Mercenaries that players may
hire using the new Trade III Strategy.
3.29 Promissory Note Cards
Players can now offer Promissory Notes in the Galactic
Council. These new cards are used with the new
Political II and Assembly II Strategy Cards.
3.30 Representative Cards
Each of the races has 3 Representatives that players
may choose from to send to the Galactic Council. These
optional cards are used with the new Political II and
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Assembly II Strategy Cards.
3.31 Treaty Cards
These cards are only used in the Fall of the Empire
scenario. Players can make alliances with each other
using these cards.
3.32 Space Domain Counters
These new counters are used with the Final Frontier
option.
3.33 Mercenary Tokens
These tokens mark the locations of Mercenaries (a
new type of unit) on the board. They are double sided
to display whether the Mercenary is in space or on a
planet. The appropriate battle value for each Mercenary
is also displayed on each side.
3.34 Race-specific Technology Tokens
Special Tokens have been included for use with the
Ghosts of Creuss’ and the Embers of Muaat’s special
abilities.
4. Number of Players
These rules are written assuming that you will be
playing TI with 6 players. TI plays just as well with
fewer players, and rules for playing with 3- 8 players are
provided further on.
5. Suggested Play Area
The pictures suggest the optimal layout for both the
Player Area and the Common Play Area.
6. Game Setup
Before you start playing, follow the steps below:
1. Separate the 10 Home Systems from the other
hexagonal game board pieces. Randomize the
Home Systems face down and allow every player
to draw one at random. This process determines
which race a player will control throughout the
game. All players then take the Race Sheet, Control
Markers, Trade Cards, and Command Counters
corresponding to their race.
2. Each player selects one of the six available colours
and takes the plastic units and Technology Deck
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corresponding to that colour.
3. Find an area of the table that is convenient for all
players to reach. Designate this space the common
play area. Then shuffle the Action Card deck and
the Political Card deck and place them separately
in the common play area. Also place the Fighter
and Ground Force Supplement Counters in the
common play area.
4. Each player takes the individual Planet Cards
corresponding to the planets of his Home System
and places these face up in his play area. Place the
remaining cards, representing the neutral planets
at the start of the game, in the common play area.
5. Place all the Trade Goods Counters in a single pile
(the Trade Supply) in the common play area.
6. Now place the 8 Strategy Cards side by side
in numerical order with their active side up,
prominently in the common play area.
7. Create the Objective Deck, by following the
directions in the Preparing the Objective Cards
section. Do not forget to place the unused Secret
and Public Objective Cards back in the box, while
allowing no players to look at them.
8. Now place the Victory Point Track in the common
play area and place one Control Marker for each
player in the space marked “0”.
9. Players must now create the game board (or
Galaxy). Please read and carry out the instructions
for doing so in the Setting up the Galaxy paragraph
before proceeding.
10. After the Galaxy has been created, all players place
their setup units (as indicated by their Race Sheets)
on their Home Systems. If a Home System contains
several planets, any Space Dock, Ground Forces,
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and PDS may be placed among them according to
the player’s wishes.
11. All players then find and place their starting
Technology cards face up in their respective
play areas. All players now take their starting
Command Counters from their reinforcements,
placing them on their Race Sheets as follows: 2
Command Counters in the Strategy Allocation area,
3 Command Counters in the Command Pool area,
and 3 Command Counters in the Fleet Supply area
(with the Fleet side up).
You are now ready to start the game.
Reinforcements
Every player maintains a reinforcement area consisting
of his unused plastic units and Command Counters.
Whenever a player builds a unit, it is taken from his
available reinforcements and thereafter placed on the
board. (An exception to this is the Fighter and Ground
Force Supplement counter, see later). Whenever a
player receives a new Command Counter, it is taken
from his available reinforcements and placed in one
of the three appropriate boxes on his Race Sheet
(Command Pool, Fleet Supply, or Strategy Allocation).
6.1 Preparing the Objective Cards
Before the game begins, the Secret Objective Cards
must be distributed and the Public Objective Deck
properly prepared. First separate all the Objective Cards
into the three different types: Secret Objectives, Public
Stage I Objectives, and Public Stage II Objectives. Then
proceed to the following:
1. Shuffle the 10 Secret Objective Cards and deal a
random card face down to every player. All players
should read their Secret Objective Card and then
place the card face down in their play area. A player
is never allowed, for whatever reason, to show
an opponent his Secret Objective Card. Place the
remaining Secret Objective Cards back in the box,
allowing no player to look at them.
2. Now take the 10 Stage II Public Objective Cards and
remove the Game Over card. Shuffle the remaining
9 Stage II cards and draw 3 random cards (at all
times keeping them hidden from all players). After
drawing the 3 random cards, take the Game Over
card and shuffle it with the 3 randomly chosen cards.
You should now have 4 randomized Stage II Public
Objective Cards, one of which is the Game Over
card. Place these 4 cards face down in a stack in
the common play area. Place the remaining Stage
II cards back in the box, allowing no player to look
at them.
3. Then shuffle the 10 Stage I Public Objective Cards
and draw 6 random cards. Place the 6 cards on top
of the 4 Stage II cards, now forming a single deck
of 10 Public Objective Cards in the common play
area. This deck always consists of 6 random Stage
I cards on top of 4 random Stage II cards (one of
which is the Game Over card). This deck is the Public
Objective Deck.
NOTE: It is important that the unused Objective Cards
(Secret, Public Stage I & II) are placed back in the box so
they remain hidden from players both before and during
the game. Otherwise, experienced players would be able
to deduce which objectives are in play before they are
revealed.
6.2 Setting up the Galaxy
TI uses a unique game board consisting of multiple
hexagon pieces (“systems”) that are brought together in
a unique combination at the beginning of every game.
Before a game of TI begins, players build the galaxy by
following these steps:
1. After all players have drawn their Home Systems,
find the Mecatol Rex system and place it in the
middle of the table. Then randomly determine one
player to be first player. Give the Speaker Token to
the first player. He then shuffles the remaining 32
systems, randomly removes two systems (by placing
them back in the box without looking at them),
and deals five systems, face down, to every player.
Players may look at their dealt systems but should
not show them to the other players.
2. The first player now selects one of the sides of
Mecatol Rex, and drags his Home System about two
feet towards himself in a straight line away from
the chosen side (see diagram). Then the player to
his left does the same, etc., until all players have
chosen a side and placed their Home Systems on
the table (note that the sixth player must chose the
last remaining side of Mecatol Rex). Players should
now shift their seating around the table to best
accommodate their Home System placement.
3. Then players, in clockwise order, starting with the
first player, begin creating the galaxy by placing,
one at a time, a single system face up adjacent to
the Mecatol Rex system. After the first ring around
Mecatol is completed, players continue to place
systems in the second ring until that is completed,
and then finally proceed to the third ring.
When all the systems are placed, the galaxy is finally
created. The following rules apply to placing systems
• A system cannot be placed in the second ring before
the first ring surrounding Mecatol Rex has been
completed. Likewise, a tile cannot be placed in the
third ring before the second ring is completed (see
diagram).
• As soon as the correct placement for your Home
System becomes available, connect your Home
begin creating the galaxy by placing one at a time a single system face up adjacent to the Mecatol Rex system After the first ring around Mecatol is completed players continue to place systems in the second ring until that is completed and then finally proceed to the third ring When all the systems are placed the galaxy is finally created The following rules apply to placing systems A system cannot be placed in the second ring before the first ring surrounding Mecatol Rex has been completed Likewise a tile cannot be placed in the third ring before the second ring is completed see diagram As soon as the correct placement for your Home System becomes available connect your Home
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System to the galaxy at its fixed spot (which is exactly
3 systems out from the chosen side of Mecatol Rex,
see diagram). Connecting your Home System is
automatic and does not cost you a placement turn.
• You may not place a Special System (with an inner
red border) adjacent to another Special System,
unless you have no other option.
• The order of placement switches counter clockwise
after all players have placed a round of tiles and yet
again clockwise after that, etc. This in effect will
make the player, who placed the last system, place
the first system in the next round (thus actually
placing two systems in a row). Example of turn
order: P1, P2, P3, P4, P5, P6, P6, P5, P4, P3, P2, P1,
P1, P2…
• If you placed a system that did not contain a planet
during your last placement, you must, if able, place
a system that does contain a planet during your next
placement. If you are unable to do so, you must
reveal your remaining systems to the other players
to prove this. Then place one of your available
systems.
When creating the board, the actual shape of the galaxy
and the position of Home Systems will differ depending
on the number of players. If you are playing a game with
less than six players, please consult the optional rules.
6.2.1 Game Setup with the systems from SE
Due to the addition of many new systems, players will
need to remove more random systems before setting
up the galaxy than specified in the base game. The
first player should place these systems back in the box
during setup without looking at them. Remove the
following systems instead of the systems specified on
the original rulebook:
• 3 Players: Remove 7 empty, 6 Special, and 18
Regular Systems (with planets).
• 4 Players: Remove 4 empty, 5 Special, and 14
Regular Systems (with planets).
• 5 Players: Remove 4 empty, 5 Special, 14 Regular
Systems (with planets), and 1 random system.
• 6 Players: Remove 4 empty, 5 Special, 14 Regular
Systems (with planets), and 2 random systems.
Larger Galaxy Games
With five or six players, players may wish to set up an
additional outer ring. To do this, fewer tiles are removed
during setup.
• 5 Players: Deal out every tile, so that each player
has 11 tiles. Then create the galaxy as normal.
(Unlike the standard 5 player setup described on the
original rules, no random system is placed adjacent
to Mecatol Rex.)
• 6 Players: Remove 1 random hex and then deal
out the rest, so that each player will have 9 tiles.
Then create the galaxy as described on the original
rulebook. However, in step 3 of Creating the Galaxy,
continue placing systems until there are 4, rather
than just 3, rings around Mecatol Rex.
6.2.2 Game Setup with the New Systems from SE+SotT
Due to the addition of many new systems, as well as the
systems introduced in Shattered Empire, players now
have more options when setting up the galaxy. Instead
of removing the systems specified on the original
rulebook, players create three piles of systems; one
pile of Special Systems (all systems with red borders),
one pile of empty systems (all systems with no planets),
and one pile of Regular Systems (all remaining non
Home Systems). Without looking at the tiles, players
deal a number of random systems into a galaxy pile
and shuffle it. All remaining tiles are returned to the
game box without looking at them. Players then use the
systems in this galaxy pile to create the galaxy (following
all normal setup rules).
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• 3 Players: Shuffle together 3 Special, 5 empty, and
16 Regular Systems.
• 4 Players: Shuffle together 4 Special, 8 empty, and
20 Regular Systems.
• 5 Players: Shuffle together 4 Special, 8 empty, and
20 Regular Systems. Randomly remove 1.
• 6 Players: Shuffle together 4 Special, 8 empty, and
20 Regular Systems. Randomly remove 2.
• 7 Players: Shuffle together 9 Special, 12 empty, and
34 Regular Systems, randomly remove 2
• 8 Players: Shuffle together 9 Special, 12 empty, and
34 Regular Systems, randomly remove 3
• 5 Players (Larger Galaxy): Shuffle together 9 Special,
12 empty, and 34 Regular Systems.
• 6 Players (Larger Galaxy): Shuffle together 9 Special,
12 empty, and 34 Regular Systems. Randomly
remove 1.
7. The Game Round
After you have finished setting up the game, players will
begin playing the game by starting with the Strategy
Phase of the first game round. TWILIGHT IMPERIUM is
played over a consecutive number of game rounds with
each round consisting of the following phases:
1. The Strategy Phase
2. The Action Phase
3. The Status Phase
After every Status Phase, if no player has yet declared
victory, simply begin another game round starting
with another Strategy Phase, etc. In this way the game
continues, repeating the three phases above, until a
player has achieved 10 victory points or until another
game ending condition is met. Victory points are
generally claimed during the Status Phase as players
fulfil the requirements printed on the Public and
Secret Objective Cards. In order to meet these various
objectives, players must seek to expand their empires,
forge alliances with other races, negotiate for the best
outcome during the Galactic Council, and choose the
optimal Strategy Cards during the Strategy Phase.
7.1 Strategy Phase
During every Strategy Phase, each player must choose
one available Strategy Card from the common play area
(The chosen Strategy Card grants its player a special
ability during the upcoming Action Phase.) At the
beginning of every Strategy Phase, there are 8 possible
Strategy Cards (or strategies) that players may choose
from. These are:
• Warfare
• Political
• Trade
• Initiative
• Imperial
• Logistics
• Diplomacy
• Technology
Not only does the Strategy Card provide an important
ability, but it also determines the order of play (as
indicated by its number; see the related section
for more information on the order of play). At the
beginning of every Strategy Phase, the player who
controls the Speaker Token (the Speaker) may choose
the first Strategy Card from the common play area.
When selecting a Strategy Card, a player simply chooses
and takes an available Strategy Card from the common
play area and places it before him (with the active side
facing up). That card is now no longer available for
selection by the other players.
After the Speaker has picked his Strategy Card, the
other players, in clockwise order from the Speaker,
each select one of the remaining Strategy Cards. In
this way every player will pick an available Strategy
Card before the Action Phase begins. Note that being
farther clockwise from the Speaker gives a player an
increasingly limited choice of Strategy Cards (i.e., the
player to the immediate right of the Speaker will only
have three cards to choose from).
After all players have selected a Strategy Card, there will
be two cards remaining in the common play area. The
Speaker places a Bonus Counter on the two remaining
unchosen Strategy Cards. In this way, should a Strategy
Card not be picked for several consecutive rounds,
multiple Bonus Counters will accumulate on it.
The presence of Bonus Counters makes a Strategy Card
more attractive in subsequent rounds. When a player
selects a Strategy Card that contains one or more Bonus
Counters, that player may immediately exchange each
Bonus Counter for either a Trade Good or a Command
Counter (either of which is immediately placed on the
player’s Race Sheet).
After all players have chosen their Strategy Cards and
the Bonus Counters have been placed on the remaining
cards, the Strategy Phase ends and the game proceeds
to the Action Phase. Note that the last player to claim
the Speaker Token will keep the Speaker Token until
another player selects the Initiative card during a future
Strategy Phase.
7.1.1 Order of Play
Each Strategy Card has an Initiative Number printed
near its top. This number represents what place in the
order of play its owner will be. Thus, the player who has
the Initiative Strategy card is always first, followed by
the player who controls the Diplomacy Strategy card,
etc. The order of play, as dictated by the Strategy Cards,
is:
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10
1) Initiative Strategy
2) Diplomacy Strategy
3) Political Strategy
4) Logistics Strategy
5) Trade Strategy
6) Warfare Strategy
7) Technology Strategy
8) Imperial Strategy
When the turn order advances to an unchosen Strategy
Card in the common play area, simply skip it and
proceed to the next number. If, for example, no player
picked the Initiative Strategy card during the Strategy
Phase, the first player in the turn order would be the
player who selected the Diplomacy Strategy.
7.2 Action Phase
The Action Phase forms the heart of TI. It is during
the Action Phase that players will execute the special
abilities of their Strategy Cards, produce new units at
their Space Docks, conquer new planets, and move
their fleets into battle. The Action Phase is resolved
over a number of player turns in which each player may
take a single action. Each player turn is taken in the
order of play, with players one after the other taking
one action to complete their turn. After the last player
in the order of play has taken his turn, play returns once
more to the first player in the order of play who may
take an action, followed by the second player, and so
on. In this way, players keep taking one action at a time,
following the order of play, until all players have passed
and the Action Phase ends. A player that is currently in
the process of taking his turn (i.e., action) is called the
active player.
When it is a player’s turn to take an action, he must
execute one of the following:
• Strategic Action
• Tactical Action
• Transfer Action
• Pass
7.2.1 Strategic Action
A player must, at some point during the Action Phase,
execute a Strategic Action (except for the player holding
the Initiative Strategy Card, who has no Strategic
Action). When a player chooses to take his Strategic
Action, he first reads and then resolves the Primary
Ability as printed on his Strategy Card. After the active
player has finished resolving the Primary Ability, the
other players, in clockwise order from the active player,
may each spend one Command Counter from their
Strategy Allocation area on their Race sheet to execute
the Secondary Ability of the current Strategy Card.
Special Exception: Players do not have to spend a Command
Counter from their Strategy Allocation area when executing
the Secondary Ability of the Logistics Strategy Card.
• The active player may never execute the Secondary
Ability of his own Strategy Card. After all players
have completed (or passed on) the Secondary
Ability, the active player’s Strategy Card is flipped
over onto its Inactive side and the player action is
over. A player may only take one Strategic Action
per round. Likewise, a player may only execute any
given Secondary Ability once (but a player may, if
he has a sufficient number of Command Counters
in his Strategy Allocation area, participate in the
Secondary Ability of several Strategy Cards).
• The initiative number on each Strategy Card only
determines the order of play. Players may execute
their Strategic Action at a time of their choosing,
regardless of its initiative number. It is likely, for
example, that the player holding the Trade Strategy
will take his Strategic Action before the player
holding the Logistics Strategy, even if the Logistics
Strategy has a lower initiative number. Details for
each specific Strategy Card can be found in the
following sections.
7.2.2 Tactical Action
The Tactical Action is the primary function for
engagement on the game board. It is during a Tactical
Actions that you will move your fleets on the board,
engage in space battles, transport you’re Ground Forces
to new planets, build new units, etc. The process of
taking a Tactical Action always follows the Activation
Sequence below:
1. Activate a system
2. Move ships into the system
3. PDS fire
4. Space Battle
5. Planetary Landings
6. Invasion Combat
7. Produce Units
Except for the first step (the activation itself), each
individual step of the Activation Sequence is only
resolved if the condition for its resolution applies or is
initiated by the active player.
A player, for example, may activate a system to produce
new units there during step 7, but does not necessarily
have to move any ships into the system during step
2. Or, a player may activate a system and move ships
into the system, but if the system contains no enemy
ships, there is no Space Battle during step 4, etc. On
the other hand, step 2 through 7 cannot be executed
unless preceded by the initial activation. If a player has
no Command Counters left in his Command Pool, he
cannot take a Tactical action, and therefore not move
ships, fight battles, produce units, etc.
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“Friendly“ and “Enemy“
When the cards and rules of TI refer to a “friendly” unit
or planet, it refers to a unit or planet belonging to you
(i.e., a single player). Although you may have an alliance
or be personally friendly with another player, for the
purposes of TI rules, only your own units and planets are
“friendly”. When the rules refer to an “enemy” planet
or unit, it refers to any unit or planet not controlled by
you (i.e., controlled by any other player). Even though
you may have an alliance with another player, and
even though you may consider the other players your
personal friends, for the purposes of TI rules, the units
and planets of other players are considered “enemy.”
Activation Sequence in Detail
Below, each step in the Activation Sequence is described
in detail. Rules for how to resolve Space Battles and
Invasion Combat can be found on subsequent pages.
1) Activate a System
Take an available Command Counter from your
Command Pool and use it to activate a system by
placing the Command Counter directly on a system
(place the counter face up so that your race’s insignia
is showing). You cannot activate a system if one of your
Command Counters has already been placed in the
system (by a prior activation or by other means). You
can, however, activate a system that contains one (or
more) Command Counters belonging to other races
(you may ignore their presence). A system that contains
a player’s Command Counter is considered to have
been activated by that player.
In summary: When the TI rules and cards refer to an
“activated” system, this means a system that contains a
Command Counter of the player in question. As a general
rule, for purposes of activation and movement, a player can
ignore the presence of Command Counters on the board
belonging to other players.
This means, for example, that every race can activate a
specific system. In such a case, that system would contain a
Command Counter from each race and would be considered
“activated” by all players. Although the Command Counters
on the board belonging to other players do not limit where
you may activate a system, it can be helpful to study which
systems an opponent has activated, since those system
cannot be activated again by that player this round, nor can
his ships in his activated systems move.
2) Move Ships into System
After you have activated a system, you may move
friendly ships (within movement range) into the
activated system. Only movement into the activated
system is allowed.
The rules for moving ships during a Tactical Action are
as follows:
◦◦Every ship (except for Fighter units, which move with
Carriers or War Suns) has a movement value found on
the unit table located on every player’s Race Sheet.
A movement of 1 indicates that a ship can move
from its current system into an adjacent system. A
movement of 2 indicates that the ship may move up
to two systems from its current system, etc.
◦◦A Carrier/War Sun may pick up Ground Force and
PDS units at any stage during the movement step
(before, during, and even in the activated system
itself). Ground Force and PDS units aboard a Carrier,
however, cannot be dropped off by the Carrier
until the Planetary Landing step of the Activation
Sequence. If the last Ground Force unit on a planet is
picked up by a Carrier, the owner of the planet must
place a Control Marker on the planet to indicate that
he controls it.
◦◦A ship is never allowed to move through a system
occupied by enemy ships (except Fighters). The only
way to enter a system that contains enemy ships is to
activate that system itself.
◦◦A ship may not move if it is located in a system that
already has been activated by the active player (i.e.,
contains a friendly Command Counter placed prior
to the current activation). It therefore follows that,
once a ship has moved into an activated system,
the very Command Counter used for the activation
will prevent the ship from moving again during the
same round. Ships are allowed to move through
systems containing friendly Command Counters.
Certain effects by Strategy or Action Cards can
remove Command Counters from the board, allowing
systems to be activated again by the same player (and
allowing any friendly units in such a system to move
again, etc).
In summary: Only ships that can actually enter the activated
system may move. Ships that are out of movement range,
that need to pass through a system containing enemy
units, or are in a system already activated, may not move.
Remember, any ship moving must always end its movement
in the system that was just activated. See the detailed
graphical example of a Tactical activation and movement.
3) PDS Fire
After the active player has finished moving his ships
into the activated system, enemy PDS in range may fire
at the active player’s fleet. For every hit, the activating
player must remove a casualty from the fleet (note
that Dreadnoughts and War Suns can take one Damage
before they are destroyed). After enemy PDS units have
fired, any PDS in range owned by the active player may
then fire at enemy ships in the activated system. For
more details on PDS units, see the specific section.
4) Space Battles
First determine whether a Space Battle will occur in the
activated system. If the active player has moved one or
more ships into a system that contains ships controlled
by an opponent (even a Fighter) a Space Battle must
be initiated between the two players. A Space Battle
will continue until only one player has ships remaining
in the system. If a Space Battle is initiated, the active
note that Dreadnoughts and War Suns can take one Damage before they are destroyed After enemy PDS units have fired any PDS in range owned by the active player may then fire at enemy ships in the activated system For more details on PDS units see the specific section 4 Space Battles First determine whether a Space Battle will occur in the activated system If the active player has moved one or more ships into a system that contains ships controlled by an opponent even a Fighter a Space Battle must be initiated between the two players A Space Battle will continue until only one player has ships remaining in the system If a Space Battle is initiated the active
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12
player is the Attacker and the player whose ships were
in the system before activation is the Defender. For
complete rules of how to resolve a Space Battle, please
see the Space Battles section.
5) Planetary Landings
After any Space Battles are completed, the active player
may now commence Planetary Landings by landing
Ground Force and PDS units from his Carriers onto
planets in the activated system. If a system contains
multiple planets, the active player may split any landing
forces between them in any way he sees fit, but may
not change his mind once the Invasion Combat step
begins. There are three types of Planetary Landings
◦◦Friendly Landing: A player lands units on a planet
already under his control. Simply add the new units
to the ones already there, if any.
◦◦Neutral Landing: A player lands units on a neutral
planet (i.e., a planet controlled by no other player).
After landing at least one Ground Force unit on
the neutral planet, the active player takes the
corresponding Planet Card from the Planet Deck and
places it exhausted in his play area. Note that only
a Ground Force unit can take over a planet. If a PDS
unit lands alone on a neutral or enemy planet, it is
immediately destroyed.
◦◦Hostile Landing (also called an Invasion): A player
lands units on a planet containing one or more of an
enemy player’s Ground Force units. This will result in
an Invasion Combat during the Invasion Combat step.
If a player lands units on a planet that is controlled
by an opponent, but does not contain any enemy
Ground Forces, the planet falls without resistance. The
invader simply removes the opponent’s Control Marker
and takes the corresponding Planet Card from the
opponent, placing it exhausted into his play area.
6) Invasion Combat
After planetary landings, should any planet contain
Ground Forces of two different players, that planet
must now engage in Invasion Combat. If a system has
several planets engaged in Invasion Combat, the battles
are resolved one at a time in the order decided by the
active player.
Landing PDS units with an Invasion: The invading
player is allowed to land PDS units with his Ground
Forces during the Planetary Landings step. Such PDS
units do not participate in Invasion Combat, nor can
they be taken as a combat casualty. If the last invading
Ground Force unit is destroyed during Invasion Combat,
all invading PDS are immediately destroyed with no
further effect. Details for how to resolve Invasion
Combat are found in the Invasion Combat section.
7) Produce Units
As the final step of a Tactical Action, the active player
may produce new units at one or more friendly Space
Docks in the activated system. During this step, it is also
possible for the active player to produce a new Space
Dock unit on an eligible planet in the activated system
(provided that the planet has been under the player’s
control for the entire round). See more information on
how to produce units under the Space Dock
Concluding a Tactical Action
After resolving the steps of the Activation Sequence
(Activate a system, Movement, PDS fire, Space Battles,
Planetary Landings, Invasion Combat, and Production),
the Tactical Action is over and the opportunity to take
an action proceeds to the next player in the order of
play.
Definition of a Fleet
For the purposes of the TI rules and cards, a fleet is
defined as all spaceships (Fighters, Cruisers, Carriers,
Dreadnoughts, Destroyers, and War Sun units)
controlled by one player in one system at any given
time.
Example of Activation and Movement
In the example, the N’orr player has just initiated a
Tactical Action during the Action Phase. As the first
step, he takes a Command Counter from his Command
Pool and places it on the system occupied by the Xxcha
fleet and planet.
After activating the system, he proceeds to the second
step in the Activation Sequence. As the N’orr player
may now move ships into the activated system, his
movement options are as follows:
1) The Dreadnought has a movement rate of 1. Since
the activated system is 2 spaces away, it is too far
preventing the Dreadnought from moving into the
activated system.
2) Although these two Cruisers are in two different
systems, they each have a movement rate of 2, which
allows them to reach the activated system. The two
Cruisers may move into the activated system. The
top Cruiser will move through a system that contains
another N’orr Command Counter, which is perfectly
legal.
3) This fleet of one Destroyer, one Carrier and four
Fighters are all within movement range, and may
all move into the activated system. If he wishes, the
N’orr player may split the fleet and only move some
of the ships (although the Fighters should stay with
the Carrier).
4) These two Destroyers are within movement range of
the activated system, but their system was already
activated earlier by the N’orr player. This prevents
them from moving to the activated system.
5) This N’orr Cruiser is within movement range to reach
the activated system, but it cannot move through
the Supernova or through the system containing two
Xxcha Destroyers. This prevents the Cruiser from
moving to the activated system.
fleet of one Destroyer one Carrier and four Fighters are all within movement range and may all move into the activated system If he wishes the N orr player may split the fleet and only move some of the ships although the Fighters should stay with the Carrier 4 These two Destroyers are within movement range of the activated system but their system was already activated earlier by the N orr player This prevents them from moving to the activated system 5 This N orr Cruiser is within movement range to reach the activated system but it cannot move through the Supernova or through the system containing two Xxcha Destroyers This prevents the Cruiser from moving to the activated system
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After moving units into the activated system (being
careful not to exceed his Fleet Supply) the N’orr player
will engage in Space Battle against the Xxcha fleet there.
7.2.3 Transfer Action
The Transfer Action is a simple reorganization of units
that cannot be effectively handled by the Tactical
Action. The Transfer Action simultaneously activates
two adjacent systems that only contain units belonging
to the active player and allows units in either system
to simultaneously move between the two systems. In
addition to this movement, the active player may also
produce units in one of the two systems if a Space
Dock is present in either. The process of taking a
Transfer Action always follows the steps of the Transfer
Sequence:
1) Activate two systems
2) Movement between systems
3) PDS Fire
4) Planetary Landings
5) Production (in one system)
Transfer Sequence in detail
1) Activate two Systems
After announcing a Transfer Action, the active player
takes one Command Counter from his Command Pool
and activates a system by placing the Command Counter
upon it. Then the active player takes a Command
Counter from his reinforcements and activates another
system adjacent to the one just activated. Both activated
systems must contain at least one unit controlled by the
active player and must contain absolutely no enemy
units (including Ground Forces and PDS).
Reminder: When activating a system, the active player
places a Command Counter physically on the system itself
(with his race insignia facing up). It is never possible for a
player to activate a system that is already activated (i.e.,
already contains one of his Command Counters).
2) Movement
The active player may now move friendly ships
between the two activated systems. As during a Tactical
Action, Fighters, PDS, and Ground Force units must be
transported by Carrier/War Sun.
3) PDS Fire
After the active player has finished moving, enemy
PDS in range may fire at the active player’s fleets in the
activated systems. PDS units that are in range of both
activated systems may fire at only one of the systems,
not both.
4) Planetary Landings
During this step, any Ground Force and PDS units
onboard Carriers in the activated systems may land
on friendly planets in their system. Note that during a
Transfer Action you may only land forces on friendly
systems, not neutral planets or planets containing an
enemy Control Marker.
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14
5) Production
The active player may now produce units at his Space
Docks in one of the activated systems (but not both).
7.2.4 Passing
If a player does not wish to take any additional actions,
he may choose to pass. A player is only allowed to pass
if he has already taken his Strategic Action (except for
the player who controls the Initiative Strategy, who
has no Strategic Action). All players must therefore, at
some point during the Action Phase, take their Strategic
Action (and thereby allow other players to execute the
Secondary Ability of their Strategy Card).
After a player has passed, he is no longer allowed to
take any additional actions this round. When it normally
would have been his turn in the order of play, simply
skip him, and proceed to the next player.
Exception: A player, who has passed, is allowed to execute
the Secondary Ability of Strategy Cards that are resolved
later during the phase. Example: After taking several
actions, including his Strategic Action, the Xxcha player
decides to pass. After doing so, the game goes on for several
additional cycles until the Letnev player decides to take his
Strategic Action. After the Letnev has resolved the Primary
Ability of the Strategy Card, the other players, including the
Xxcha, are allowed to execute its Secondary Ability.
7.2.5 End of the Action Phase
The Action Phase continues, repeating the order of
play, until all players have passed. This could potentially
result in a remaining player taking several consecutive
actions, while all other players, having passed, must
wait for him to finish his actions. Once all players have
passed, the game proceeds to the Status Phase.
7.3 Status Phase
The Status Phase, when compared to either the Strategy
or Action Phase, is a straightforward experience. It
is during the Status Phase that many of the game
functions are reset, such as players refreshing Planet
Cards, discarding Command Counters from the board,
etc. It is also during the Status Phase that players may
gain victory points by meeting the requirements of a
Public and/or Secret Objective Card.
To resolve the Status Phase, follow the Status Sequence
below:
1. Qualify for Public/Secret Objective Cards
2. Repair Damaged Ships
3. Remove Command Counters
4. Refresh Planet Cards
5. Receive 1 Action Card and 2 Command Counters
6. Redistribute Command Areas
7. Return Strategy Cards
Status Sequence in detail
1) Qualify for public/secret Objectives
In the order of play, each player may announce that
he has met the requirements of one face up Public
Objective Card and/or his Secret Objective Card. After
a player announces that he has met the objectives
of a face up Public Objective Card, he must prove to
his opponents that his claim is valid. After doing so,
the player places one of his Control Markers on the
claimed Objective Card (indicating that he has claimed
that objective), and then advances his Control Marker
on the Victory Point Track the appropriate number of
spaces. Once a player has received Victory Points for
a specific Objective Card, he may not qualify for that
Objective Card again. In addition, if a player has met the
requirements of his Secret Objective Card, he may now
reveal the card, prove that its objectives are met, and
then claim its victory points.
Important Exception: A player may never qualify for a
Public or Secret Objective Card if he does not control all the
planets in his Home System.
Winning the Game: when a player advances his Control
Marker to the 10th step of the Victory Point Track, he
has gained the power needed to claim the Imperial
Throne on Mecatol Rex. The Winnaran Custodians will
step aside for their new emperor, who must lead the
galaxy to a new age of prosperity and peace. As players,
one at a time, qualify for Objective Cards by following
the order of play, one player will always reach 10 victory
points first. That player is the winner of the game, even
if other players would also have achieved 10 or more
victory points later in the order of play.
It is also possible for a player to win the game during this
step if he is the first to meet the requirements of either
the “Supremacy” or “Domination” card (provided that
either card is face up in the common play area).
The “Imperium Rex“ Objective Card: while the Primary
Ability of the Imperial Strategy card is resolved, it is
possible that the “Imperium Rex” objective card is
drawn from the Objective Deck. When this card is
drawn, the game ends immediately and a winner is
declared The winner is the player who has the most
victory points (the active player does not receive the 2
victory points). If there is a tie, then the greater number
of resolved Objective Cards breaks the tie; if there is
still a tie, then the greater number of planets, then
unused Command Counters, and then the total number
of Command Counters on a player’s Race Sheet. If still
tied, then the game ends in a draw between the tying
players.
2) Repair Damaged Ships
All damaged Dreadnought and War Sun units are
returned to their normal upright position on the game
board. They are no longer considered to be damaged.
the game ends immediately and a winner is declared The winner is the player who has the most victory points the active player does not receive the 2 victory points If there is a tie then the greater number of resolved Objective Cards breaks the tie if there is still a tie then the greater number of planets then unused Command Counters and then the total number of Command Counters on a player s Race Sheet If still tied then the game ends in a draw between the tying players 2 Repair Damaged Ships All damaged Dreadnought and War Sun units are returned to their normal upright position on the game board They are no longer considered to be damaged
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15
3) Remove Command Counters
Each player now removes all his Command
Counters from the game board, placing them in his
reinforcements pile.
4) Refresh Planet Cards
Each player refreshes his exhausted Planet Cards by
turning them face up.
5) Players receive 1 Action Card and 2 Command
Counters
Each player now receives one Action Card from the
Action Card deck and two Command Counters from
his reinforcements (placing each Command Counter in
either of the three appropriate areas of his Race Sheet).
6) Redistribute Command Areas
Each player (in order of play, if necessary) may now
redistribute the Command Counters between the
Strategy Allocation, Command Pool, and Fleet Supply
areas on his Race Sheet. If a player reduces the number
of Command Counters in his Fleet Supply, remember
to check that all of his fleets on the board are in
compliance with his new fleet size limit.
7) Return Strategy Cards
Each player now returns his Strategy Card to the
common play area. Here the eight Strategy Cards will
be ready for the beginning of the next game round.
7.4 End of a Round
After the Status Phase has been completed (and
provided no winner has yet emerged), the game
round is over and another game round begins with a
new Strategy Phase. In this way, the game is played
over a series of game rounds until a winner has been
determined.
8. Space Battles
If the active system contains ships belonging to the
active player and ships belonging to an opponent, a
Space Battle must be fought. A Space Battle is fought
over a consecutive number of combat rounds until only
ships of one player remain (or the ships of both players
have been simultaneously destroyed).
8.1 Before Combat
Before the actual Space Battle begins, resolve any pre
combat actions such as Destroyer Anti Fighter Barrage
and then Sabotage Runs (the Sabotage Run is an
optional rule).
8.1.1 Destroyer Anti Fighter Barrage
Before the first round of Space Battle, roll two dice
for each Destroyer unit in the battle. For every result
equal to or higher than the Destroyer’s combat value
(all combat values can be found on the unit table on
every player’s Race Sheet), the opponent must take one
Fighter unit as an immediate casualty. Such eliminated
Fighter units are removed immediately and placed back
among a player’s reinforcements; they do not receive
return fire and will not participate in the upcoming
Space Battle. A fleet containing no Fighter units is
unaffected by pre combat Destroyer fire.
8.2 Battle Round
After finishing any before combat actions, continue to
the actual combat. A Space Battle always follows the
Space Battle Sequence:
1. Announce withdrawals/retreats
2. Roll combat dice
3. Remove casualties
4. Execute withdrawals/retreats
After step 4, if both players still have ships remaining
in the system, repeat the Space Battle Sequence until
only one player has ships remaining, or all ships in the
system have been destroyed.
Space Battle Sequence in detail
1) Announce Retreats/Withdrawals
The attacker first has the option to announce his
withdrawal from battle. If the attacker chooses not to
declare a withdrawal, then the defender may declare
a retreat. Note that if the attacker does decide to
withdraw, the defender may not declare a retreat. Any
actual withdrawals/retreats occur at the last step of the
combat phase. This means that all Space Battles will
have at least one round of combat.
2) Roll Combat Dice
During this step, both players simultaneously roll one
combat die for every one of their spaceships in the
battle (with the exception of the War Sun, which rolls
three dice). For each result that is equal to or higher
than the combat value of its ship, a hit is scored (all
base combat values can be found on the unit table on a
player’s Race Sheet). Players must remember the total
number of successful hits as they move to the next step.
Example: The attacking player has a fleet of three Cruisers
and one Dreadnought. During the first battle round, he rolls
for his attacking ships. He takes three dice for the Cruisers
(Combat Value 7) and rolls a 2, 5, and 7 one hit. Then he
takes one die for his Dreadnought and rolls a 6 a hit. The
attacking player announces that he has inflicted a total of
two hits on the defending fleet. The defending player has
two Fighters (supported by a Space Dock in the system)
and one Destroyer. He takes two dice for the Fighter units
and rolls a 3 and a 5 both misses. Then he takes one die
for his Destroyer and rolls a 0 (a 10) a hit. The defending
player announces that he has inflicted one total hit on the
attacking fleet.
3) Remove Casualties
Each player must now take a number of casualties equal
to the number of hits scored by the opponent in step
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2. First the attacking player removes his casualties.
For every casualty, he must destroy one of his ships of
his choice or damage one of his Dreadnoughts or War
Suns (if a damaged Dreadnought or War Sun receives a
second hit, it is destroyed). Destroyed ships are placed
among a player’s reinforcements, and become available
for production once again. After the attacking player
has removed all his casualties, the defending player
must then remove his casualties. Note that whenever
a player removes casualties in TI, the casualty is always
determined by the affected player. Since Fighters are
the cheapest unit to produce, they make effective
cannon fodder and are thus typically among the first
units to be chosen as casualties.
Example: The defending player scored one hit. The attacking
player then chooses to damage his Dreadnought (soaking
up a casualty). The attacker scored a total of two hits. The
defending player chooses to remove two Fighter units as
casualties and places them back with his reinforcements.
4) Execute Withdrawals/Retreats
If the attacking player announced a withdrawal or the
defending player announced a retreat during step 1
of the Space Battle Sequence, that player may now
execute the withdrawal/retreat, following the rules
below.
A withdrawal or retreat is not allowed if, at this point
in the battle, the opposing player has no units left in
the system. Even if a player announced a withdrawal or
retreat at the beginning of the combat round, if he has
somehow managed to destroy all the opposing units,
the withdrawal/retreat is cancelled and the units must
remain in the system.
When executing a withdrawal or retreat, a player must
withdraw his entire fleet to an adjacent system that
has previously been activated by the withdrawing/
retreating player that contains no enemy ships (but it
can contain enemy planets with GFs, PDS and Space
Docks). If a player has no previously activated systems
adjacent to the contested system, he may not withdraw
or retreat. (Changed in the Online Errata)
After a successful withdrawal or retreat, make sure that
the withdrawing/retreating player is still in compliance
with his Fleet Supply (see rules for Fleet Supply)
and has sufficient Fighter capacity (see the Fighter
unit description) in the new system. If not, he must
immediately destroy the excess ships.
End of Space Battle
After the first Space Battle round is completed, if both
players still have surviving ships in the system, another
Space Battle round begins. This continues until only
one player has ships in the system (or the ships of both
players have been eliminated).
Receiving Planet Cards
Whenever a player receives a Planet Card, by either
successfully taking over a neutral planet or by
successfully invading an enemy planet, he claims the
corresponding Planet Card and places it exhausted in
his play area. A newly claimed Planet Card is always
received exhausted, even if the previous owner had not
yet exhausted it.
8.3 Space Battle Example
In this example, the Xxcha player has just activated a
N’orr system, moving a fleet of one Carrier unit (carrying
two Ground Forces), three Fighter units (also supported
by the Carrier) and one Cruiser unit. As the N’orr has
two Destroyer units in the battle, and the Xxcha has
Fighter units, the N’orr Destroyers each will roll two dice
for their pre combat Destroyer Anti Fighter Barrage. The
results are 2, 2, 5, and 6 (all misses). The players then
proceed to the first step of the Space Battle Sequence.
The Xxcha player announces that he will not withdraw,
and the N’orr player announces that he does not wish
to retreat.
The Xxcha player now rolls combat dice for his units.
His Fighters roll a 3, 5, and a 10 (one hit), his Carrier
a 6 (a miss), and finally his Cruiser a 8 (one hit). The
Xxcha player announces that he has made 2 successful
hits. Then the N’orr player rolls three combat dice for
his spaceships. The N’orr Cruiser rolls a 8 (a hit) and the
two Destroyer units roll a 9 and a 10 (both hits). The
N’orr player announces that he has made 3 successful
hits. As casualties, the Xxcha player elects to destroy
three Fighter units. The N’orr player removes his two
Destroyer units.
The second round of Space Battle combat now begins.
The Xxcha player declares that he will not withdraw and
the N’orr that he will not retreat. The Xxcha player then
proceeds to roll a 9 with his Cruiser (hit), and 1 with
his Carrier (a miss). The N’orr player rolls a 3 with his
Cruiser (a miss). As he must sustain one casualty, the
N’orr player must destroy his remaining Cruiser, and
the Space Battle is now over with the Xxcha player
victorious. During the Planetary Landings step of the
Activation Sequence, the Xxcha plans to land the two
Ground Forces on the N’orr planet, starting an Invasion
Combat.
9. Invasion Combat
After the active player has landed one or more Ground
Force units during the Planetary Landings step of a
Tactical Action, an Invasion Combat must be fought if
the destination planet holds any enemy Ground Force
units. Invasion Combat is executed almost identically
to Space Battle, with the notable exception that no
withdrawals or retreats are allowed.
3 with his Cruiser a miss As he must sustain one casualty the N orr player must destroy his remaining Cruiser and the Space Battle is now over with the Xxcha player victorious During the Planetary Landings step of the Activation Sequence the Xxcha plans to land the two Ground Forces on the N orr planet starting an Invasion Combat 9 Invasion Combat After the active player has landed one or more Ground Force units during the Planetary Landings step of a Tactical Action an Invasion Combat must be fought if the destination planet holds any enemy Ground Force units Invasion Combat is executed almost identically to Space Battle with the notable exception that no withdrawals or retreats are allowed
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9.1 Before Combat
Before the actual Invasion Combat begins, players
must resolve pre combat actions such as planetary
bombardments and defensive PDS fire.
9.1.1 Bombardments
Dreadnought and War Sun units in the activated system
may bombard a planet before the player undertakes
Invasion Combat (exception: a War Sun unit may
bombard a planet even if no Invasion Combat is about
to take place). Simply roll one combat die for every
Dreadnought, three for every War Sun, and remove one
enemy Ground Force on the contested planet for every
result equal to or higher than the combat value of the
bombarding unit. Remember that a Dreadnought may
not bombard a planet that contains at least one enemy
PDS due to the presence of a planetary shield. Ground
Forces destroyed by bombardment are removed
immediately, do not receive return fire, and will not
participate in the upcoming Invasion Combat.
9.1.2 PDS Fire
After the attacking player has finished his bombardment,
the defending player may fire a single shot with each
PDS unit on the contested planet. The defending player
rolls a die for every PDS unit present, and for every
result equal to or greater than the combat value of
the PDS unit, an invading Ground Force is destroyed.
Attacking Ground Force units destroyed by defending
PDS do not receive return fire and will not participate in
the upcoming Invasion Combat.
9.2 Invasion Combat Round
After any bombardment and defensive PDS fire has
been resolved, the players proceed to the Invasion
Combat. Like a Space Battle, Invasion Combat is fought
over a series of consecutive combat rounds until only
one player’s Ground Forces (or none) remain. To resolve
an Invasion Combat round, follow the Invasion Combat
Sequence:
1. Roll combat dice
2. Casualties are removed
Combat Sequence in detail
1) Roll Combat Dice
Both players simultaneously roll one die for every
friendly Ground Force unit on the planet. For every
result equal to or higher than the combat value of the
Ground Force unit, the player scores a hit. Players must
remember their total number of successful hits as they
move to the next step.
2) Remove Casualties
Each player must now take a number of Ground Force
unit casualties equal to the number of hits scored by the
opponent in step 1. Casualties are, as always, returned
to a player’s reinforcement pile. If, at this point, both
players still have Ground Force units remaining on the
planet, another Invasion Combat round is initiated.
This continues until only one (or no) player has Ground
Force units left on the planet.
3) Invasion Success?
If all defending Ground Forces were destroyed and at
least one attacking Ground Force survived the battle,
the invasion is a success. All defending PDS units
and any Space Dock on the planet are immediately
destroyed. The attacking player then claims the Planet
Card from the previous owner and places it, exhausted,
into his play area. Since combat is simultaneous, it is
possible that all the Ground Forces on both sides were
destroyed. If this is the case, the defending player
retains control over the planet and simply places one
of his Control Markers on the vacant planet to indicate
this.
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10. Other Game Concepts and Rules
10.1 Races
10.1.1 Winnaran Yellow Technology Specialty
The Winnaran home world is unique in that it is the only
planet with a yellow (general) technology specialty. This
yellow technology specialty works exactly like the red,
green, and blue technology specialties except that the
yellow technology specialty does not count for the
purpose of fulfilling objectives.
10.1.2 Saar Space Docks
As described on their race sheet, the Clan of Saar’s
Space Docks have a base movement of 1. The following
rules also pertain to Saar Space Docks:
• Saar Space Docks may only be built in a system
containing a planet that you have controlled for the
entire game round.
• Saar Space Docks do not count as ships and
therefore do not count towards Fleet Supply and do
not participate in Space Battles.
• Saar Space Docks are never blockaded; they are
simply destroyed if present with enemy ships.
• Ground Forces and PDS units built in systems
containing Saar Space Docks may be placed on any
planet you control in the system, or they may go on
a Carrier. If you do not have a planet or Carrier in the
system to place Ground Force or PDS units on, you
may not build them.
10.1.3 Arborec Green Technology Specialty
The Arborec home world is unique in that it is the only
home planet with a green Technology specialty. This
green Technology specialty works exactly like it would
on any other planet and can even count for the purpose
of fulfilling objectives.
10.1.4 Ghosts of Creuss Home Systems
The Ghosts of Creuss have two separate Home Systems
connected by a D Wormhole. Both of these systems
are considered Home Systems for the purpose of card
and game effects. During setup, the Ghosts of Creuss
player only places the hexagonal tile in the galaxy. He
places the non hexagonal tile in front of him. Also, the D
Wormhole is considered a Wormhole for the purposes
of card and game effects.
10.2 Systems
There are three types of systems in TWILIGHT
IMPERIUM:
10.2.1 Home Systems (Interior Yellow Border)
These represent the starting systems for each of the
10 great races. At the beginning of the game, players
randomly draw one of these systems to determine
which race they will play.
10.2.2 Special Systems (Interior Red Border)
The Special Systems represent five unique types of
interstellar terrain, governed by the following rules:
Asteroid Field
A player’s ships may not move through an Asteroid Field
unless that player has gained the Anti mass Deflector
(B) technology. If a player does have the required
technology, he may move his ships through an Asteroid
Field, but it is never possible, by any means, for a ship to
end its movement in an Asteroid Field. An Asteroid Field
may never be activated.
Nebula
A Nebula is governed by the following rules:
A Fleet defending a Nebula receives +1 to its combat
rolls during any Space Battle here
Ships can never move through a Nebula (but ships can
move into a Nebula via normal activation)
A ship leaving a Nebula always has its movement
reduced to 1 (regardless of technology modifiers and
Action Cards).
Supernova
These fiery dying stars are incredibly dangerous and
absolutely impassable. A Supernova may never be
activated.
Ion Storms
Ships may never move through an Ion Storm (however,
ships can move into an Ion Storm via normal activation).
PDS Cannons may never be fired at ships inside an Ion
Storm.
Fighters do not roll any dice during combat inside an
Ion Storm. However, Fighters may still be taken as
casualties.
Gravity Rift
Ships may move into and through a Gravity Rift. When
a ship moves out of (or through) a Gravity Rift, its
controlling player must roll a die. On a roll of 1–5, the
ship is destroyed. If there are multiple ships moving out
of a Gravity Rift on the same activation, a separate roll
must be made for each ship. If a Carrier is destroyed,
all Ground Force and Fighter units being carried by that
Carrier are also destroyed.
10.2.3 Regular Systems
Regular systems are either empty, or contain one to two
planets. Some regular systems also contain an end of
either the Alpha or Beta Wormhole. The large majority
of the TI galaxy consists of regular systems, and they
form the battlegrounds and points of contention for
the great races. Although considered a regular system,
the Mecatol Rex system always forms the centre of the
galaxy and is never randomly distributed to players
before the galaxy is created.
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Refresh Abilities
Some regular systems have Refresh abilities that may
be used during the Status Phase. A Refresh ability is
indicated on the hex by an icon to the right of the planet
name and is detailed in the text of the corresponding
planet card. During the Status Phase, immediately
after refreshing planet cards, you may exhaust one or
more planets with the Refresh ability to gain the special
abilities listed on their planet cards. When you exhaust
a planet to gain its ability, you do not gain its resources.
Refresh abilities may provide 2 Trade Goods, 2 Shock
Troops, 2 Ground Forces, or 2 Fighters. If the Refresh
ability provides units, the units must be placed on the
planet that was exhausted to produce them. If you are
not playing with the Shock Troops option (see related
page), then Refresh abilities that provide Shock Troops
provide Ground Forces instead.
Example: The Muaat player controls Hope’s End. After
refreshing it during the Status Phase, he decides to
immediately exhaust it to gain 2 Shock Troops. He must
immediately place them on Hope’s End.
Trade Stations
Two regular systems contain Trade Stations (Tsion and
Sumerian). Trade Stations have a white name box and
a space for a Control Marker. Trade stations follow the
rules below:
◦◦No Distant Suns Domain tokens are placed on Trade
Stations.
◦◦Trade Stations have a special Refresh ability that gives
the controller 2 Trade Goods if exhausted during the
Status Phase. See Refresh abilities (above).
◦◦Trade Stations may never be invaded. Instead,
whenever a player has ships in a system in which
no other player’s ships are present, he immediately
places his Control Marker on the station (and gains
the corresponding planet card in its exhausted
state). The Control Marker stays on the station until
another player becomes the only player with ships
in the system (at which point the other player places
his Control Marker on the system and gains the
corresponding planet card in its exhausted state).
Control Markers may also be removed from Trade
Stations by certain abilities and cards.
◦◦Capturing a Trade Station from an opponent does not
break a trade agreement with that opponent.
◦◦Ground Forces, Space Docks, and PDSs may not be
placed on Trade Stations.
◦◦Aside from the above exceptions, Trade Stations are
still considered planets (with planet cards) for the
sake of abilities and other cards that target planets.
For example, a player can target a Trade Station with
Peaceful Annexation (a power on the new Diplomacy
Strategy Card in this expansion) or the Local Unrest
Action Card. (Note, however, that using an ability such
as Peaceful Annexation – which gives you control of a
planet – on a Trade Station in which another player is
the only player with ships in the system is pointless,
since that player will immediately regain control of
the station.)
Example: The Sol player activates a system containing a
Trade Station. He moves a Destroyer into the system. Since
he is now the only player with a ship in the system, he
places his Control Marker on the Trade Station and gains
the corresponding planet card. Later that turn, the Muaat
player activates the system and moves in with a War Sun.
After a crushing victory, he is now the sole occupant of
the system, so he immediately gains control of the Trade
Station. He removes the Sol flag, places his own Control
Marker, and then gains the corresponding planet card.
10.3 Planets
The real points of interest in the TI galaxy are its planets.
Each planet is printed with its resource value, influence
value, and possibly a technology specialty. When a
player successfully invades a planet (neutral or enemy),
he immediately claims its corresponding Planet Card.
Resources represent a planet’s economic surplus,
which can be used by its owner to purchase units and
technology. Influence represents a planet’s population,
knowledge base, and/or political importance. Influence
is used to acquire Command Counters, to play certain
Action Cards, and to provide vital votes at the Galactic
Council. Technology specialties represent a certain local
knowledge or a natural resource important to a specific
area of science. This provides the owner of the planet
with a discount resource towards purchasing advances
of that technology type.
10.4 Wormholes
In TI, Wormholes are spatial anomalies that connect
distant areas of space. A system containing one end of a
Wormhole is considered adjacent (even for the purposes
of a transfer action) to a system containing another end
of its Wormhole type (Alpha or Beta). For example,
a ship with a movement rate of 1 may move from a
system containing a Beta Wormhole, directly to another
system containing a Beta Wormhole (remember that
all movement is still part of an Activation Sequence in
which ships must end their movement in the activated
system). If only one Wormhole of a type is in play, it has
no function and is ignored.
10.5 Unit Limitations
Except for Fighters and Ground Forces, players are
limited to the number of units provided in the game. If
all of a player’s units of a specific type are on the board,
that player may not produce additional units of that
kind until one is destroyed and returned to the player’s
reinforcement pile.
Example: A player has been using all of his 5 Dreadnought
units in his campaign against the Letnev. Last round, he
was unable to build another Dreadnought unit, since
of an Activation Sequence in which ships must end their movement in the activated system If only one Wormhole of a type is in play it has no function and is ignored 10 5 Unit Limitations Except for Fighters and Ground Forces players are limited to the number of units provided in the game If all of a player s units of a specific type are on the board that player may not produce additional units of that kind until one is destroyed and returned to the player s reinforcement pile Example A player has been using all of his 5 Dreadnought units in his campaign against the Letnev Last round he was unable to build another Dreadnought unit since
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all 5 of his Dreadnought units were in play. During a
Space Battle this round, however, the player loses a
Dreadnought. The destroyed Dreadnought is placed back
with his reinforcements, allowing the player to build the
Dreadnought unit again (provided that he has the resources
to pay for it and a Command Counter in his Command Pool
to activate a system containing a Space Dock).
Scuttling units
At any time during the Status Phase, players are allowed
to scuttle (destroy) any of their own units on the board.
Scuttled units are simply returned to the player’s
reinforcement pile and become available for production
during the next Action Phase.
From the Online Errata: Players may not scuttle units until
step 1 of the Status Sequence (Qualify for Public/Secret
Objectives) is complete.
10.6 Fighter/Ground Force Supplement Counters
Unlike every other unit type, players are allowed to build
more Fighter and Ground Force units than supplied with
the game. To build these additional units, players must
use the Fighter or Ground Force Supplement Counters.
These counters are neutral, can be used by any player,
and are governed by the following rules:
• The presence of a Supplement Counter simply
states “there is one additional unit of this type
here!” There must always be at least one actual unit
(controlled by the same player) of the appropriate
type in the same system, or on the same planet, as
a Supplement Counter.
• Players may, at any time, replace any number
of Ground Forces and/or Fighters in a system/
planet with an equal number of Fighter/Ground
Force Supplement Counters as long as at least one
original unit remains. The actual units are placed
back among a player’s reinforcements, and the
appropriate Supplement Counters are taken from
the common play area and placed on the board in
the same spot.
• Likewise, players may, at any time, replace
Supplement Counters on the board with actual
units from their reinforcements (if able). Players
must do this when they want to split the forces
without sufficient actual units present.
Example: On a planet containing three Xxcha Ground Force
units, the Xxcha player may replace two of the Ground
Force units with two Ground Force Supplement Counters (by
placing the actual units back with his reinforcements, and
placing the two Ground Force Supplement Counters under
the remaining unit). The planet is still considered to have
three Ground Force units, and the Xxcha player may choose
to replace the Supplement Counters with actual units
from his reinforcements at any time. Note that the Xxcha
player may not have replaced all three Ground Forces with
Supplement Counters, since one actual unit must always be
with Supplement Counters of its kind.
Be careful that, in multi planet systems, each planet
with Ground Force Supplement Counters contains at
least one actual Ground Force unit.
It is only really necessary for a player to use Supplement
Counters if he is about to run out of actual units in his
reinforcement pile. In some instances, it is possible
that there is too little physical room on a given planet/
system, and that a player may wish to create more
room by replacing some Ground Force/Fighter units
with counters.
A player may, during production, produce Supplement
Counters, but only if the producing system/planet
contains at least one actual unit of that type after
the production is complete. As stated, Supplement
Counters are simply additional units of the indicated
type, and therefore also must behave under all the
same rules as the actual unit. In other words, Fighter
Supplement Counters must have sufficient Carrier/
Space Dock/War Sun capacity in order to exist.
Ground Force Supplement Counters must be
transported by a Carrier in order to move to another
planet, etc. Note that when Supplement Counters
are transported by a Carrier or War Sun, at least one
actual unit of that type must also be transported by
that same Carrier/War Sun. If a Supplement Counter is
on system/planet without an actual unit of its type, it
is immediately removed. An easy way to manage your
Supplement Counters is to always place them under
an actual unit of their type in the area. As long as a
Supplement Counter is under an actual unit of its type,
it will always conform to the rules.
10.7 Command Counters
At the start of the game, players are each provided with
a total of 16 Command Counters. During the game,
these counters will be either on a player’s Race Sheet or
with his reinforcements.
Whenever a player receives a Command Counter from
his reinforcements, he must immediately place it on his
Race Sheet in one of the three following areas:
• The Strategy Allocation Area
• The Fleet Supply Area
• The Command Pool Area
These three areas represent three distinctly different
vital areas of managing your race. Once a player places
a Command Counter in one of these areas, he may not
move it to a different area until the upcoming Status
Phase. Decisions on where to place and how to spend
Command Counters are among the most important
that a player will make during the game. When a player
spends a Command Counter, or uses a Command
Counter to activate a system, he must remove the
counter from the appropriate area of his Race Sheet
he must immediately place it on his Race Sheet in one of the three following areas The Strategy Allocation Area The Fleet Supply Area The Command Pool Area These three areas represent three distinctly different vital areas of managing your race Once a player places a Command Counter in one of these areas he may not move it to a different area until the upcoming Status Phase Decisions on where to place and how to spend Command Counters are among the most important that a player will make during the game When a player spends a Command Counter or uses a Command Counter to activate a system he must remove the counter from the appropriate area of his Race Sheet
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and return it to his reinforcements. In detail, the effects
and rules for each of the three areas are as follows:
10.7.1 Fleet Supply Area
The number of Command Counters in a player’s Fleet
Supply area dictates the maximum number of ships
(not including Fighters) that a player may have in
any given system on the board. A player may never
move units, build units, or otherwise acquire units in
any system so that the number of ships herein (again,
excluding Fighters) exceed the number of Command
Counters in his Fleet Supply area. If, for any reason, the
number of ships in a system should exceed the number
of Command Counters in a player’s Fleet Supply, the
owner of those ships must immediately remove enough
ships from the system (by placing them back with his
reinforcements) until the number of ships is again in
compliance with the number of Command Counters in
his Fleet Supply area. When a player places a Command
Counter in his Fleet Supply area, it is placed with the
Fleet side up, to indicate that it is a part of the Fleet
Supply area. In this way, other players can easily identify
your fleet limit from across the table, and it helps
prevent your counters from mixing with the Command
Counters in the two other areas. As a player increases
the number of Command Counters in his Fleet Supply
area, he may increase the size of his fleets on the board
correspondingly. It is important to note that a player
may have any number of active fleets on the board,
as long as each fleet contains a number of ships that
is equal to, or less, than its owner’s Fleet Supply limit.
As noted, Fighter units do not count toward the Fleet
Supply limit. A player may thus have any number of
Fighter units in a given system, as long as he has the
capacity to support them (see the Fighter unit).
10.7.2 Command Pool Area
After a player decides to take a Tactical or Transfer
Action during the Action Phase, he must take an
available Command Counter from his Command Pool
in order to activate a system on the board. If a player
has no Command Counters remaining in his Command
Pool, he is not able to take Tactical or Transfer Actions.
In other words, the number of Command Counters in a
player’s Command Pool dictates the amount of activity
he can initiate on the board.
10.7.3 Strategy Allocation Area
Generally, Command Counters in the Strategy Allocation
area are spent to execute the Secondary Abilities
of Strategy Cards. Some races have special abilities
and some Action Cards require their players to spend
Command Counters from their Strategy Allocation area
for other effects.
10.8 Spending Resources and Influence
Throughout a game of TI, you will need to spend
resources and influence for many different purposes.
Both resources and influence are provided by the
planets under your control, and you will use their
corresponding Planet Cards to keep track of your
expenditures.
10.8.1 Exhausting Planets
Whenever you want to spend influence or resources you
must exhaust one of your Planet Cards by turning it face
down. This provides you with the resources or influence
of that planet. Each Planet Card (and the planets on the
board themselves) shows the specific information on
how many resources and how much influence is gained
from exhausting that specific planet (see the diagram
above). A face down Planet Card cannot be exhausted
again until it is refreshed during the Status Phase (or by
another effect). When a card is refreshed, it is simply
returned to its face up position. When you exhaust a
planet for its resources or influence, it provides you
with all of its resources or influence. You cannot use the
resources or influence of a planet partially, nor can you
save a portion for later. Note that when exhausting a
planet, it will provide you with either its resource value
or its influence value, but not both. Before exhausting a
planet, you must announce whether you are exhausting
it for its resources or for its influence (in most cases it
is clear for what purpose you are exhausting a planet).
10.8.2 Paying Costs
Whenever a player wishes to spend resources or
influence, he simply announces the total amount of
resources/influence that he wishes to spend, and
then exhausts the number of Planet Cards with that
(or greater) combined amount of resources/influence.
In other words, when a player is producing units
at a Space Dock during the Production step of the
Activation Sequence, he may simply announce how
many resources he is going to spend in total. Then
he exhausts the appropriate number of planets and
places the produced units on the board (see rules for
producing units under the Space Dock unit). This means
that you are not producing (and spending resources
on) a single unit at a time, but rather purchasing the
production with one lump sum. The same goes for
spending influence. Any spare resources or influence
provided by an exhausted Planet Card are lost.
Special Note: You do not have to exhaust a specific Planet
Card to pay for the cost of production at that exact planet;
any resources will do.
10.8.3 Example of Spending Resources and Production
The N’orr player has just activated a system containing
one of his Space Docks. As the final step of the
Activation Sequence, he now wishes to produce units
see rules for producing units under the Space Dock unit This means that you are not producing and spending resources on a single unit at a time but rather purchasing the production with one lump sum The same goes for spending influence Any spare resources or influence provided by an exhausted Planet Card are lost Special Note You do not have to exhaust a specific Planet Card to pay for the cost of production at that exact planet any resources will do 10 8 3 Example of Spending Resources and Production The N orr player has just activated a system containing one of his Space Docks As the final step of the Activation Sequence he now wishes to produce units
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in the system. The N’orr player takes 1 Carrier, one
Destroyer, and one Cruiser from his reinforcements.
Referring to his Race Sheet, the N’orr player notes that
the costs for these units are as follows:
◦◦1 Carrier (3 Resources)
◦◦1 Destroyer (2 Resources)
◦◦1 Cruiser (1 Resources)
◦◦Total = 6 Resources
The planet can produce up to 5 units, so the production
capacity of the planet is not a problem. To pay for
three units, however, the N’orr player must spend 6
resources. As he has no Trade Goods on his Race Sheet,
the N’orr player takes three of his ready Planet Cards,
with a combined resource value of 6, and exhausts
those planet cards (by flipping them face down) to pay
for the three units that he wishes to buy. After paying
for the production, the N’orr player takes the three
units and places them in the activated system. Since the
activated system already held a Carrier unit, he now has
a fleet of 4 units (remember that Fighters do not count
towards Fleet Size) in the system. Since the N’orr player
has 4 command counters on his Fleet Supply, the Fleet
is not in violation of the N’orr Fleet limit.
10.9 Action Cards
Throughout the game, players will come into possession
of Action Cards. Action Cards should be kept hidden
from other players. An Action Card can only be used
given the specific circumstances (or phase) printed on
each individual card. A player may never have more
than 7 Action Cards at any one time. If, after receiving
additional cards, a player has more than 7 Action Cards
in his hand, he must immediately choose and discard
cards until he has 7. If a player at 7 cards is about to
draw additional cards, he should draw and discard one
Action Card at a time. A player may never play two
identical Action Cards for the same situation and/or on
the same entity during one round.
Example: A player cannot play two “Flank Speed” Action
Cards on the same fleet in one Game round. The player
may, however, play a “Flank Speed” on two different
fleets in the same round.
Some Action Cards have a Trade Good icon printed on
them. If not playing with the optional rule printed on
the card, the card may be discarded instead of spending
1 Trade Good.
10.9.1 How to Play an Action Card
If a player wishes to play an Action Card, he must
publicly announce that he wishes to play an Action
Card. Then other players, at that time, may announce
that they also wish to play an Action Card. After all
players have been given the opportunity to announce
that they are playing Action Cards, all the Action Cards
are revealed and resolved in order of play. If Action
Cards are about to played at a time where players do
not have Strategy Cards, then resolve them in clockwise
order starting with the Speaker.
10.9.2 Sabotage Action Card
A player does not have to announce the playing of a
Sabotage card. The Sabotage card is simply played
immediately after an Action Card has been revealed,
cancelling its effect. Then both cards are discarded.
10.9.3 Play as an Action
Some Action Cards read “Play: As an action.” This Action
Card must played by its owner during the Action Phase
instead of taking a regular action.
10.10 Political Cards and the Galactic Council
When the player who controls the Political Strategy
Card executes his Strategic Action, a Political Card must
be drawn and the Galactic Council convenes to debate
and vote upon its agenda.
10.10.1 Political Agenda
Every Political Card contains an agenda that requires
a vote in the Galactic Council (i.e., the players). As the
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first step of convening the Galactic Council, the active
player reads aloud the drawn Political Card and makes
it clear what kind of vote is about to be cast. There are
two types of agenda votes:
10.10.2 “Elect” Votes
When a political agenda asks the Galactic Council to
elect something or someone, each player may choose
who or what to nominate (i.e., elect) when casting
his vote. That player’s entire vote is now attributed
towards that subject. The subject with the highest
number (not necessarily the majority) of the total votes
is considered elected. After this, follow the instructions
on the Political Card.
10.10.3 “For or Against” Votes
Most agendas will ask the Galactic Council to vote
for or against a certain agenda. In this type of vote,
players indicate either “for” or “against” when casting
their vote, The majority of all votes cast will decide the
outcome.
10.10.4 Laws
Some agendas are Laws. Laws represent permanent
changes to the rules and/or flow of the game. When
a Law is voted “for,” first enact any effects of the “for”
result and then place the Political Card face up in the
common play area. The effects of this card are now
permanent. If voted “against,” resolve any effects that
an “against” result may have and then discard the card.
Although the council might have adopted a Law earlier
in the game, the balance of power can later have shifted,
and old Laws soon become unpopular. If this happens,
how can the council reverse the old Law? Among the
Political Cards, there are certain agendas that allow
older Laws to be either re evaluated or discarded. Note
that these cards are few and that most enacted Laws
are in the game to stay, so be careful how you vote.
10.10.5 Voting in the Galactic Council
After the active player has read the agenda out loud,
the Galactic Council must resolve the agenda in the
following way:
1. Players first debate, threaten, lure, or convince
each other to vote in their favour. Trade Good
Counters may be used as bribes but no promises or
agreements in TI are binding (even after receiving a
bribe or payoff).
2. Players then vote upon the agenda. Voting is done
clockwise one player at a time, starting with the
player to the left of the Speaker (thus the Speaker
will always cast the last vote). When voting, a
player has as many votes as the total combined
influence value of all his unexhausted planets (and
a minimum of 1 vote).
Example: The Letnev player controls five planets, but has
exhausted three of them. His two remaining unexhausted
planets have influence values of 2 and 1. The Letnev player
therefore has a total of 3 votes during the Galactic Council.
When voting, a player must cast all his votes or none.
Votes cannot be split. Voting does not cause your
Planet Cards to exhaust. Trade Good counters cannot
be used to gain additional votes. The Galactic Council is
meant to be a fun, active engagement in which players
forge alliances, use their political prowess, engage in
sabre rattling, and “act their race”. As powerful agendas
are presented to the council, weaker players can seek to
hurt strong neighbours politically via the enactment of
damaging Laws or other agendas.
10.10.6 Abstaining and Tie Votes
A player may always choose to abstain from voting
during any agenda. If so, his votes are simply not
counted for purposes of resolving the agenda (including
determining a majority). If there is a tie vote, even a
tie of 0 (in which all players have abstained), the player
holding the Speaker Token breaks the tie.
Rules and Cards
If the effect of a card seems to contradict the rules of
the game, the card text is always correct.
10.11 Technology Advances
Before the game begins, each player is provided
with an identical deck of 24 (28, 32) Technology
advances, and each player starts the game with a few
Starting Technology advances. When a player has
successfully acquired (or received at the start of the
game) a Technology advance, he takes the respective
Technology Card and places it face up before him in his
play area. In this way, players will slowly accumulate
Technology Cards, each providing a helpful advantage
described on the card itself.
Example: After acquiring the “Deep Space Cannon”
technology, a player’s PDS units may fire at adjacent
systems, rather than just their own.
Technology Cards are normally acquired during the
resolution of the Technology Strategy Card, but can
also be acquired via certain Action and Political Cards.
Players may not give each other Technology advances.
There are four different technology areas, each
attributed the following colour:
• Warfare Technology = Red
• Biotechnology = Green
• Propulsion Technology = Blue
• General Technology = Yellow
10.11.1 Acquiring a Technology Advance
In general Technology advances are acquired when the
Technology Strategy Card is executed during the Action
Phase. The active player receives a free Technology
advance, and other players may pay 8 resources to
acquire one Technology advance. Most Technology
the Deep Space Cannon technology a player s PDS units may fire at adjacent systems rather than just their own Technology Cards are normally acquired during the resolution of the Technology Strategy Card but can also be acquired via certain Action and Political Cards Players may not give each other Technology advances There are four different technology areas each attributed the following colour Warfare Technology Red Biotechnology Green Propulsion Technology Blue General Technology Yellow 10 11 1 Acquiring a Technology Advance In general Technology advances are acquired when the Technology Strategy Card is executed during the Action Phase The active player receives a free Technology advance and other players may pay 8 resources to acquire one Technology advance Most Technology
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advances (but not all) have prerequisite technologies.
Before a Technology advance can be acquired, a
player must already have obtained all prerequisite
technologies printed on the card.
Example: The “Micro Technology” advance requires that a
player has either the “Stasis Capsules“ or “Sarween Tools”
Technology advances already. If the player has neither of
these prerequisites technologies in his play area, he is not
allowed to acquire the “Micro Technology” advance.
A player is not allowed to acquire a technology (via
Action Cards, or otherwise) if he does not already have
the prerequisite technologies face up in his play area.
10.11.2 Planetary Technology Specialities
Some planets have a technology specialty (a printed
technology symbol by the planet itself and on the
Planet Card). Technology specialties represent a certain
local knowledge or a natural resource important to a
specific area of science. The presence of a technology
specialty gives the owner of the planet the ability to
purchase a Technology Card (of the specific type: red,
green, or blue) for 1 less than its normal cost when
executing the secondary ability of the Technology
Strategy Card. If a player controls multiple planets with
technology specialties of the same colour/type, the
cost to acquire that technology type is lowered by 1 for
each such planet.
Example: If a player controls three planets with the green
technology specialty (Biotech), he may subtract three from
the cost of purchasing green Technology Cards.
Technology specialty discounts do not apply if the
contributing Planet Card(s) is exhausted. (It is not
necessary to exhaust a planet with the technology
specialty in order to receive the discount, nor is it
necessary to exhaust that specific planet to buy the
Technology advance).
The Yellow Technology Specialty
The yellow (general) Technology specialty works exactly
like the red, green, and blue Technology specialties
except that the yellow Technology specialty does not
count for the purpose of fulfilling objectives.
10.12 Trade Contracts and Trade Agreements
In TI, trading is an important avenue for players to gain
additional resources and influence. Trade can be used
as important political leverage against hostile players or
to help seal an important alliance. At the beginning of
the game, each race is provided with two Trade Cards,
each with a numerical trade value printed on the trade
agreement side of the card (you may notice that some
races have Trade Cards of differing trade values). At the
beginning of the game, players should place these cards
with the Trade Contract side up in their playing area.
This side has no trade value, as players derive no value
from their own Trade Cards.
10.12.1 Opening Trade Agreements
When the primary ability of the Trade Strategy Card
is being resolved during the Action Phase, the active
player may allow players (himself included) to forge
trade agreements. A trade agreement is initiated
between two players who agree to trade with each
other. After agreeing to trade, each of the two players
must give the partner one of their own Trade Cards.
Upon receiving another player’s Trade Card, a player
should place it before him with the trade agreement
side face up. Only one Trade Card for each player may
be exchanged, not more. Since every race has only
two Trade Cards, each player may only have two active
trade agreements at any one time. Before a trade
agreement can be completed, the agreement must first
be approved by the active player. If approved (and that
may take some bribes to the active player), the players
may exchange Trade cards. Two players may only make
one trade agreement with each other. Thus, for a player
to utilize both of his Trade Cards, he must make trade
agreements with two different opponents. If able,
a player may initiate both of his trade agreements
during the same execution of a Trade Strategy Card.
It is important to note that since each player only has
two Trade Cards, he cannot make more than two trade
agreements.
10.12.2 Receiving Trade Goods
While executing the primary ability of the Trade
Strategy Card, the first player receives Trade Goods for
his trade agreements (and 3 extra trade goods). After
the active player has completed the primary ability, the
other players, clockwise from the active player, may
execute the secondary ability of the Trade Strategy Card
to receive Trade Goods for their trade agreements. Note
that players are not allowed to collect trade income
from trade agreements formed during the same action.
It is not possible for a player to make a trade agreement
during the primary ability of the Trade Strategy Card,
and then immediately collect trade income from the
new trade agreement by executing the secondary
ability.
A player receives Trade Goods by simply counting the
total trade value of any trade agreements in his play
area. The player then takes that number of Trade Goods
from the common play area and places them on the
Trade Goods area of his Race Sheet.
Example: The Xxcha currently has an active trade
agreement with the Jol Nar player (as illustrated on the
“Player Area” diagram). After the active player has finished
the primary ability of the Trade Strategy Card, the Xxcha
spends one Command Counter from his Strategy Allocation
area to execute the secondary ability of the Trade Strategy
Card. The Jol Nar trade agreement has a trade value of 3.
The Xxcha player takes three Trade Good counters from the
Trade Goods by simply counting the total trade value of any trade agreements in his play area The player then takes that number of Trade Goods from the common play area and places them on the Trade Goods area of his Race Sheet Example The Xxcha currently has an active trade agreement with the Jol Nar player as illustrated on the Player Area diagram After the active player has finished the primary ability of the Trade Strategy Card the Xxcha spends one Command Counter from his Strategy Allocation area to execute the secondary ability of the Trade Strategy Card The Jol Nar trade agreement has a trade value of 3 The Xxcha player takes three Trade Good counters from the
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common play area and places them on the Trade Goods
area of his Race Sheet.
10.12.3 Trade Goods Counters
Players may spend Trade Good counters from their
Trade Goods area as a substitute for spending either one
resource or one influence. In this way, a player can pay
for a Dreadnought unit by spending 5 Trade Goods from
his Trade Goods area, or by exhausting Planet Cards
for 3 resources, and paying the remaining 2 resources
with Trade Goods (or any combination thereof). When a
player spends a Trade Good, he simply moves it from his
Trade Goods area to the common play area. Players are
allowed to give other players Trade Goods from their
Race Sheet at any time. This makes the Trade Goods
counter a flexible currency with which to bribe, pay, or
assist other players economically.
10.12.4 Running out of Trade Goods
There are exactly 40 (52, 88) Trade Goods in the game,
if the Trade Supply in the common play area is empty,
then players cannot receive additional Trade Goods
until a player spends some and returns them to the
common play area once more. Since there is a limit
to the total number of Trade Goods, it is important to
adhere to the player order of executing the secondary
ability of the Trade Strategy Card, which is always done
in clockwise order from the active player.
10.12.5 Breaking Trade Agreements
Any player involved in a trade agreement may
unilaterally break the agreement during the Status
Phase. Such a player simply announces that he is ending
the agreement and immediately returns the Trade Card
to its owner and retrieves his own Trade Card from the
former trading partner (a player’s own Trade Cards are
always returned with the Trade Contract side face up,
as they provide no trade value for their owner). It is
not possible for a player to automatically break a trade
agreement with the Hacan race, as per the Hacan’s
special ability. If two trading players become involved
in open war against each other (by one player initiating
either a Space Battle or Invasion Combat against the
other), a trade agreement between the two players is
automatically broken (and the Trade Cards returned
to their owners). The two players may later open
another trade agreement, but this will again be broken
if another Space Battle or Invasion Combat occurs
between them. Trade agreements with the Hacan
player are broken in the event of open war between
the Hacan and its trading partner. Note that only Space
Battles and Invasion Combat will automatically break a
trade agreement between two players. Playing Action
Cards or taking shots with a PDS, etc., does not cause an
automatic break. Invading a planet that contains only
an enemy Control Marker is still considered Invasion
Combat for purposes of cancelling trade agreements.
10.12.6 Power of the Merchants Guild
When executing the primary ability of the Trade
Strategy, the active player may choose to exercise his
control of the Merchant’s guild in a destructive way,
rather than facilitating the wealth of other races. As
described in option “B” of the Trade Strategy Card,
the active player, instead of receiving Trade Goods
and opening trade negotiations, may instead choose
to cancel every trade agreement in play. If the active
player chooses this option, all Trade Cards (including
those of the active player and the Hacan) are returned
to their owners.
Definition of an “Empty” System
The TI rules and cards will sometimes refer to an
“empty” system. An empty system is a system
completely free of units, including units belonging to
the active player. In other words, an empty system is
one that is free from ship, Ground Force, PDS, or Space
Dock units. The system may, however, contain planets,
Control Markers, and Command Counters. Special
Systems are not considered empty systems.
10.13 Objective Cards
The Objective Cards represent the primary way for
players to receive victory points. Each Objective Card
(both Secret and Public) contains a requirement and
a victory point award for meeting that requirement.
The Public Objective Cards are slowly revealed as the
Imperial Strategy Card is resolved during the Action
Phase. During the first step of the Status Phase, players
may qualify for the requirements of one revealed Public
Objective Card in order to receive the corresponding
victory points. Note that a player cannot gain victory
points from a Public Objective Card that is not yet
revealed. Some Objective Cards state “Now I…”. This
requires a player to actually fulfil the requirement
during the first step of the Status Phase. For example,
one Objective Card reads “I now spend 20 Resources
(2 victory points).” In order for a player to receive these
two victory points, he must have enough Trade Goods
and unexhausted planets to spend 20 resources during
the first step of the Status Phase. A player may only
receive victory points from a specific revealed Objective
Card once per game. After collecting victory points
from an Objective Card, a player should, to serve as a
reminder, place one of his Control Markers on the card.
10.13.1 Secret Objective Cards
At the beginning of the game, each player receives a
Secret Objective Card. A player is not allowed to show
other players his Secret Objective Card until he is able
to meet its objectives during the first step of the Status
Phase. A player who reveals his Secret Objective Card
victory points he must have enough Trade Goods and unexhausted planets to spend 20 resources during the first step of the Status Phase A player may only receive victory points from a specific revealed Objective Card once per game After collecting victory points from an Objective Card a player should to serve as a reminder place one of his Control Markers on the card 10 13 1 Secret Objective Cards At the beginning of the game each player receives a Secret Objective Card A player is not allowed to show other players his Secret Objective Card until he is able to meet its objectives during the first step of the Status Phase A player who reveals his Secret Objective Card
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without being able to meet its requirements loses his
Secret Objective Card, which is placed back in the box.
Such a player will not be able to receive victory points
from a Secret Objective for the duration of the game.
During the Status Phase, a player may qualify for one
Public Objective Card and/or his Secret Objective
Card. A player cannot qualify for more than one Public
Objective Cards in one round.
10.14 Race Sheet
The Race Sheet provides a wealth of useful information
and is used to manage a player’s active Command
Counters. Here is a brief explanation of the player Race
Sheet:
1. Race Title and Symbol The symbol and title of the
represented race.
2. Starting Units and Special Abilities The starting
units/technologies, and the special abilities of the
race.
3. Phase and Sequence Tables A detailed overview of
the important phases and sequences of the game
round.
4. Unit Data A detailed chart with the costs, combat
value, movement rating, and special abilities of
each unit type.
5. The Strategy Allocation Area Command Counters
herein can be spent to execute the secondary
abilities of Strategy cards (and a few other special
functions).
6. The Fleet Supply Command Counters herein are
flipped to their Fleet side, so that they do not mix
with the other Command Counters on the Race
Sheet. The number of Command Counters herein
determines the allowable size of a player’s fleets.
7. The Command Pool A player must spend Command
Counters from this area when activating systems on
the game board (when taking a Tactical or Transfer
Action).
8. The Trade Goods Area When a player receives
a Trade Good counter, it is placed in this area. A
player may give Trade Goods to other players at any
time, or use Trade Good as a substitute for spending
either one resource or one influence.
11. Rules for Units
Following is a detailed breakdown of the characteristics
and rules for the 9 different unit types in TI that players
have at their disposal.
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11.1 Space Dock
Units Available: 3
Cost: 4
The Space Dock unit represents a
military industrial complex, shipyard,
and recruiting station in close orbit of
a specific planet. In order to build units
(other than another Space Dock) in a given system or on
a specific planet, a Space Dock must be present there.
Building a new Space Dock
In order to build a new Space Dock on a planet, the
following requirements must be met:
• The system (that contains the planet on which
you want to build the Space Dock) has just been
activated, and is currently at the Production step of
the Activation or Transfer Sequence.
• The active player must have controlled the planet
for the entire current round. Thus, it is not possible
to build a Space Dock on a planet that has just been
acquired during the current round.
• The planet does not already contain a Space Dock
(only one Space Dock per planet is allowed).
• The system does not contain any enemy ships.
If these requirements are met, the activating player may
take an available Space Dock from his reinforcements,
spend 4 resources, and place the Space Dock on
the chosen planet. Next round the Space Dock may
begin producing units for its owner. It is important to
remember that a Space Dock is tied to a specific planet
and is not considered to be “in space” and so does
not participate in Space Battle, nor can it be attacked
directly by enemy ships.
Building Units at a Space Dock
In order to produce new units (other than a new Space
Dock), players must activate (via a Tactical or Transfer
Action) a system that contains at least one friendly
Space Dock. As the last step in resolving the activation
of the system, the activating player may spend
resources to build units at the Space Dock, governed by
the following rules:
• A Space Dock may only build a number of units
(regardless of type) equal to the resource value of
its planet plus two. This means that a Space Dock
located on a planet with a resource value of 3 may
produce up to 5 different units (3 for the resource
value of the planet, plus 2 for the Space Dock itself).
This restriction is for the number of units, regardless
of their total resource cost. Thus the above planet
with a production limit of 5 may produce 5
Dreadnoughts or 5 Fighters (or any combination of
those, and other, units).
• New spaceships (Fighters, Cruisers, Carriers,
Destroyers, Dreadnoughts, and War Suns), when
built, are placed directly (and always exist) in space.
Each system represents one area of space. Unlike
Ground Forces, PDS, and the Space Dock itself,
spaceships are never considered to be on, attached
to, or affiliated with a planet in their current system.
• Ground Force and PDS units are always built and
placed on the planet containing the Space Dock.
Note that when purchasing either Fighter or Ground
Force units, 1 resource provides two units. If, due to the
production limit of a Space Dock, a player wishes to only
purchase 1 Ground Force or Fighter unit, the single unit still
costs 1 resource. A player may not “mix and match“ when
purchasing Ground Forces and Fighters, such as purchasing
one of each for only one resource.
Ground Force and PDS units cannot move to another
planet (including other planets in the same system)
unless transported by a Carrier or War Sun.
Other Rules for Space Docks
A Space Dock has the capacity to support 3 Fighter units
in its system (see later).
If a system contains at least one enemy spaceship, all
friendly Space Docks in that system are considered
under blockade, and may not produce spaceship units
while the enemy units are in the system. A Space Dock
under blockade may still build Ground Forces and
PDS on its planet during the Production step of the
Activation Sequence.
Strategy Tip
Cruisers and Destroyers are especially useful for
swooping in from afar to blockade your Space Docks.
Be cautious if fast enemy ships are within range, and try
not to rely on just one Space Dock for your production,
especially later in the game.
11.2 Ground Forces
Units available: 12 (plus supplement counters)
Cost: 1 (produces two Ground Force units)
The Ground Force unit represents a
player’s military and occupational forces.
It is an essential unit necessary to take
over neutral planets, invade enemy
planets, or defend your own planets against enemy
invasion. Ground Forces are governed by the following
rules:
• Ground Forces, when produced, are placed on the
planet of the producing Space Dock. Ground Forces
are primarily transported around the galaxy by
Carrier units (although the War Sun unit, as well
as certain Technology advancements, can facilitate
other means of Ground Force transportation). A
Ground Force unit is never considered to be in
“space“, as it is always either on a planet or being
transported inside a Carrier/War Sun.
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• A Carrier unit may, at any point during its movement,
pick up a Ground Force unit located on a planet in
the same system as the moving Carrier (see more
details under the Carrier unit).
Exception: A Carrier, when moving through an already
activated system, may not pick up Ground Forces there.
• During the Planetary Landings step of the Activation
Sequence, Ground Forces on a Carrier unit may
move directly onto any friendly, hostile, or neutral
planet in the same system.
Controlling Planets
To take control of a planet, a player must always have
successfully landed at least one friendly Ground Force
on that planet. Unless the planet is later lost to another
player by invasion, a planet will remain under a player’s
control for the remainder of the game. If the last of a
player’s Ground Force units leaves a planet, the player
simply places one of his Control Markers on the planet
to indicate his ownership.
Example: During the previous round, the Xxcha player
invaded the neutral planet Dal Bootha with a single Ground
Force unit. This round the Xxcha player wishes to move his
Ground Force on Dal Bootha to a different planet. During
his turn of the Action Phase, he activates another system
and moves the Carrier here. Before moving out of the Dal
Bootha system, his Carrier picks up the Ground Force unit
here. As the Ground Force is picked up, the Xxcha player
places one of his Control Markers on Dal Bootha to indicate
his continued control over the planet.
11.3 Carrier Unit
Units available: 4
Cost: 3
The Carrier unit is the primary vehicle
for expanding territory by transporting
friendly Ground Forces and PDS units
from system to system. In addition to the
mundane task of transportation, the Carrier can also be
a formidable weapon as it may bring swarms of deadly
and inexpensive Fighter units to bear against your
enemies. A Carrier unit has a capacity of 6. You may
think of capacity as open “slots,” for which each slot
may hold a Ground Force, PDS, or Fighter unit. Unlike
the Space Dock, which has a special capacity that will
support 3 Fighter units (and no Ground Forces or PDS),
the Carrier will hold units of all three types (Fighters,
Ground Forces, and PDS). A Carrier is not restricted to
carrying units of only one kind, but can carry any mix of
the three unit types.
Example: A Carrier unit holds 4 Fighter units, 1 Ground
Force unit, and 1 PDS unit, or any combination thereof.
• A Carrier can never carry more than 6 units, so be
careful to keep track of how full your Carriers are.
Excess units on a Carrier must be immediately
destroyed (chosen by the Carrier’s owner).
• If a Carrier is destroyed, any Ground Force and
PDS units aboard the Carrier are automatically
destroyed. Fighter units can survive if the current
system has enough capacity to support the Fighters
(supplied by either another Carrier, War Sun, or
Space Dock).
• A Carrier can only unload its Ground Forces and
PDS onto a planet, or onto another Carrier, during
the Planetary Landings step of the Activation
Sequence. Yet, it may pick up units from any system
in which it started its movement, passed through
while moving, or ended its movement. To this, there
are the following exceptions:
◦◦A Carrier may never pick up units in a system that
contains enemy spaceships. In other words, a Carrier
may not move into a system containing enemy
spaceships, pick up units, and then fight a Space
Battle.
◦◦A Carrier may never pick up units from a system that
has been previously activated by the same player.
Note that Ground Forces do not participate in any battle
while being transported by a Carrier unit. Likewise, while
aboard a Carrier, PDS units do not function. Fighters, on the
other hand, are not considered “on board“ the Carrier, and
may participate in any Space Battle in the system.
Example of Carrier Transport
The N’orr player has activated a system two spaces
away from his Carrier unit. Since the N’orr player owns
the Xrd Transporter Technology advance, his Carrier
units can move an extra space. The Carrier unit above
is therefore capable of reaching the activated system.
Before moving, the Carrier picks up the 4 Ground
Force units in its starting system. Now the N’orr player
must choose between the two possible routes to the
activated system.
When moving along this route, the Carrier will move
through a system that the N’orr player has already
activated earlier in the same round. Although this does
not affect the movement of the Carrier, the Carrier
may not pick up the Ground Force unit in that system
because of the prior activation.
By choosing to move along this route, the Carrier could
pick up the Ground Force unit while moving through the
lower middle system. When arriving at the activated
system, the N’orr player may even pick up the Ground
Force units there (as long as the Carrier does not exceed
its maximum of 6 units). After moving, the N’orr Carrier
will drop its Ground Force units on the neutral planet
during the Planetary Landings step of the Activation
Sequence.
the N orr player has already activated earlier in the same round Although this does not affect the movement of the Carrier the Carrier may not pick up the Ground Force unit in that system because of the prior activation By choosing to move along this route the Carrier could pick up the Ground Force unit while moving through the lower middle system When arriving at the activated system the N orr player may even pick up the Ground Force units there as long as the Carrier does not exceed its maximum of 6 units After moving the N orr Carrier will drop its Ground Force units on the neutral planet during the Planetary Landings step of the Activation Sequence
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11.4 Planetary Defence System (PDS) Unit
Units Available: 6
Cost: 2
The PDS unit represents both anti-fleet
and planetary invasion countermeasures
(missiles and enormous energy cannons)
as well as a planetary shield. The rules
for using the various abilities of the PDS unit are as
follows.
Planetary Shield
During the Invasion Combat step of the Activation
Sequence, enemy Dreadnoughts may not bombard a
planet containing an enemy PDS unit. (See the related
section for additional information on Invasion Combat).
Space Cannon
A PDS unit is capable of firing its massive arsenal into
space in order to destroy nearby enemy ships. The basic
range of a PDS reaches only into its own system, but by
acquiring the Deep Space Cannon players can extend
the range of their PDS units into adjacent systems. A
PDS “space cannon attack” is always fired during the
third step of the Activation Sequence, and only given
one of the two conditions below:
• After the owner of the PDS has activated a system,
and after any friendly ship movement into the
system, each of the active player’s PDS units in
range may fire once at any enemy fleet in the
activated system before a Space Battle begins. Note
that the activating player’s PDS units (that are in
range) may fire even if the player did not move any
ships into the system during the activation. In other
words, it is possible for a player to activate a system
purely for the purposes of firing his PDS at an enemy
fleet in range.
• When a player activates a system in range of an
enemy PDS unit, the owners of any enemy PDS
units in range may, after the movement step of
the Activation Sequence, fire once per PDS at any
units in the system owned by the activating player.
Note that when firing your PDS units during another
player’s activation, you may only fire at the units
controlled by the activating player. It is thus not
possible to draw third party PDS fire at an enemy
fleet by simply activating its system from afar.
Invasion Defense
Immediately before the first round of an Invasion
Combat, any defending PDS units on a planet may fire,
once per PDS, at the invading Ground Forces. This is
a one-time pre-combat shot only and does not occur
before every other round of the subsequent Invasion
Combat.
Firing PDS Units
When firing a PDS unit, simply roll one die for each PDS
involved. For each result equal to or greater than the
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combat value of the PDS (normally a 6), the enemy fleet
(or invading Ground Force units) must immediately take
a casualty without being granted return fire.
PDS Limitation
A player may never have more than two PDS units on a
planet. A planet already holding two PDS units cannot
produce a third.
Transporting PDS
PDS units are always produced on the planet of the
producing Space Dock. PDS units cannot move of their
own volition. Like Ground Forces, PDS units must be
transported to other planets via a Carrier or a War Sun
unit.
Example of PDS Fire
1. The N’orr player has just activated a system
containing an Xxcha fleet. After the N’orr fleet has
moved into the activated system, the N’orr player
may fire upon the Xxcha Fleet with his PDS unit in
the adjacent system. This is allowed because the
N’orr player has acquired the “Deep Space Cannon”
Technology advance which allows his PDS the extra
range to fire upon adjacent systems when activated.
2. The N’orr player has activated a system containing
an Xxcha planet with two PDS. After the N’orr fleet
has finished moving into the system, the two Xxcha
PDS units (and possible other enemy PDS units
in range, if any) may fire at the N’orr fleet in the
system.
3. During the Planetary Landings step of the Activation
Sequence, the N’orr player decides to land three
Ground Force units on the Xxcha planet containing
one Ground Force unit and one PDS. Before Invasion
Combat begins, the Xxcha PDS unit may fire at the
invading Ground Force units.
11.5 Fighter Unit
Units Available: 10 (plus supplement counters)
Cost: 1 (to produce two Fighter units)
The Fighter unit is the most inexpensive
ship in a player’s arsenal. Fighters, which
are typically moved into battle by Carrier
units, can overwhelm an enemy by
their sheer numbers and are vital to bolster a player’s
fleet against enemy fire. Fighters are governed by the
following rules:
• Fighters cannot move by themselves and require
the transport of a Carrier unit to move around the
board.
• Fighters are always considered to be in space, even
while being transported. Thus fighters will always
participate in any Space Battle in their system.
• Fighters require at all times that their present
system has sufficient capacity to sustain them. A
Space Dock has a capacity for 3 Fighters, a Carrier (if
not carrying any Ground Forces or PDS) a capacity
of 6, and a War Sun (if not carrying any Ground
Forces or PDS) also a capacity of 6. If a system
contains more Fighter units than its capacity allows,
the owner of the Fighter units must immediately
return enough Fighters to his reinforcement pile so
that the number of Fighter units and the system’s
capacity is equal.
Example: A system that contains one Space Dock and one
Carrier (currently transporting two Ground Forces) can
safely maintain 7 Fighter units (three for the Space Dock
and 4 for the Carrier). Should the Carrier leave the system, 4
of the 7 Fighter units must move with the Carrier to prevent
an excess of Fighter units in the system.
Note that a system’s Fighter capacity is not relevant during
a Space Battle. This means that Fighters participating in a
Space Battle can continue to fight even if their Carrier has
been destroyed. After a Space Battle has ended, however,
Fighter units without sufficient supporting capacity are
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immediately removed.
11.6 Cruiser Unit
Units Available: 8
Cost: 2
The Cruiser unit is among the most
effective ships in the TWILIGHT
IMPERIUM galaxy. For a fair price, the
Cruiser unit delivers an effective punch
in combat and gives its owner the flexibility of great
speed. There are no other special rules that govern the
Cruiser unit.
11.7 Destroyer Unit
Units Available: 8
Cost: 1
The Destroyer unit, although not as
powerful in combat as its larger cousin,
the Cruiser, is a fast, inexpensive, and
versatile weapon that can deliver a
lethal blow to any enemy fleet that relies too heavily
on Fighters.
The Destroyer Anti-Fighter Barrage
Before a Space Battle begins, each Destroyer unit
(both attacking and defending) may roll two combat
dice. For every result equal to or higher than the
Destroyer’s combat value (normally a 9), the opponent
must immediately destroy one Fighter unit. Fighters
destroyed in this way are removed before the Space
Battle begins and do not receive return fire.
Note that the Destroyer unit’s special barrage is only fired
once before the actual Space Battle begins, and not before
every Space Battle round.
11.8 Dreadnought Unit
Units Available: 5
Cost: 5
No unit in the galaxy, except for the
legendary War Sun, can project the
firepower and force that is mustered by
the awesome Dreadnought. Its massive
weaponry, deadly bombardment option, and mighty
bulwark, makes it the undisputed foundation of any
successful fleet. The Dreadnought unit provides two
unique features: The ability to sustain damage and to
execute a planetary bombardment.
Sustain Damage
A Dreadnought unit can absorb a single hit before
it is destroyed. After taking its first hit (as a result of
Space Battle, PDS fire, or other), turn the Dreadnought
unit on its side to indicate that it has been damaged.
If a damaged Dreadnought is forced to take another
hit, it is destroyed. Other than being one step closer
to destruction, being damaged does not affect the
Dreadnought in any other way. During the Status Phase,
all damaged ships are repaired and are returned to their
normal upright position.
Planetary Bombardment
Immediately before an Invasion Combat, the invading
player’s Dreadnoughts in the activated system may
bombard enemy Ground Forces on a contested planet.
A planetary bombardment is executed by simply
allowing the invading player to roll one combat die
for each bombarding Dreadnought. For every hit, the
defending player must immediately remove one Ground
Force unit. Units eliminated by planetary bombardment
do not receive return fire and do not participate in the
subsequent Invasion Combat. Note that a Dreadnought
may not bombard a planet unless that planet is being
invaded by friendly forces that landed here during the
Planetary Landings step of the Activation Sequence. A
Dreadnought may not bombard a planet that contains
at least one PDS. The planet is considered to have a
planetary shield protecting it against missile and energy
attacks from space. If a player is invading two or more
separate planets (in the same system) during the same
activation, the active player must decide how to divide
his bombardment. A Dreadnought can only bombard
once during every Activation Sequence.
11.9 War Sun
Units Available: 2
Cost: 12
Most galactic historians reject the notion
that a “War Sun” existed during the
forgone Twilight Wars. The few historians
that do argue for its existence mostly
provide only vague proof by outlining a combination
of multiple, seemingly unconnected, folklore tales and
a few old records describing a massive combat vessel
developed by the Jol Nar towards the later years of
the period. There seems to be some evidence that
the Jol Nar, desperately fighting the advancing fleets
of the Sardakk N’orr, brought a secret weapon to bear
against the main N’orr fleet in the Saudor system. It is
plausible that some new weapon was used here, if only
evidenced by the fact that the N’orr never advanced
farther into Jol Nar space.
It is also highly likely that if a War Sun did exist, that
it was destroyed during this battle, since no trace or
rumour can be found of it after this period. Tangentially
collaborating with this conclusion, Xxcha archaeologists
have found large samples of ancient wreckage on
Saudor that is of an unknown make and intent. Perhaps
the greatest credence lent to the War Sun theory, or the
existence of some other powerful weapon, has been
the inconsistent Jol Nar stance of denial, silence, and
restriction of records on the subject.
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Without a doubt, the War Sun unit is the definitive
combat unit of the galaxy. It is more like a fleet unto
itself, than a mere ship. The War Sun boasts an almost
unfathomable firepower, powerful construction,
tremendous speed, capacity to hold great hosts of
troops and fighters and unparalleled bombardment
strength. The War Sun unit is subject to the following
rules:
• A player may not produce a War Sun unit unless he
has acquired the War Sun Tech. advance.
• Like the Dreadnought, a War Sun can sustain a
single hit (or “damage”) before it is destroyed. As
with the Dreadnought, a War Sun is placed onto
its side in order to indicate its damaged state and
will be destroyed if subjected to another hit. Any
damage sustained by a War Sun is automatically
repaired during the Status Phase.
• Like the Dreadnought, a War Sun unit is allowed
to bombard planets. Unlike the Dreadnought,
however, a War Sun ignores the presence of a
PDS unit’s planetary shield. Also, a War Sun may
bombard a planet during the Invasion Combat
step of the Activation Sequence, even if no friendly
Ground Force units have landed on the planet in an
invasion attempt.
• A War Sun unit rolls three combat dice during Space
Battles and Bombardments.
• Like the Carrier unit, a War Sun has a capacity of 6
and may transport Ground Forces, PDS, and Fighter
unit
11.10 Damaged and Undamaged Units
When a Dreadnought or War Sun unit takes its first
hit, it is damaged rather than destroyed. Place the unit
on its side to indicate its damaged status (As indicated
above).
12. Optional Rules
Below you will find several exciting options for your TI
game. All the optional rules provided here are modular
and can be used in any combination. It is recommended
that you use the options that appeal the most to your
particular play group.
12.1 Three, Four, Five, Seven, Eight Player Game
The main rules so far have assumed that you will be
playing TI with 6 players. It is possible, and just as
enjoyable, to play the game with fewer players. If you
wish to play TI with either 3, 4, or 5 players, a few small
changes will be needed to the board setup and the way
Strategy Cards are handled.
With Shattered Empire you are able to play the game
with up to eight players. Galaxy Setup for 3-8 players
changes a little bit with the expansions. See following
pages for the exact choice of systems.
12.1.1 Three Player Game
The following exceptions apply to the three player
game.
Creating the Galaxy with three Players
Players should randomly draw races as normal, and
place the unused Home Systems back in the box.
Mecatol Rex is placed in the middle of the table as
usual. Before shuffling the remaining 32 systems,
however, remove 3 empty systems (systems containing
a star field with no planets) and one Asteroid Field,
placing these 4 systems back in the box. Then shuffle
the remaining 28 systems. After the systems have been
shuffled, remove 4 random systems and place them
back in the box without looking at them. Then deal
out the remaining 24 systems, so that each player has
eight systems. Players now create the galaxy as normal
except the final board constellation and Home System
placement should match the illustration for the 3 player
game found on the Galaxy Setup for 3, 4, and 5 Players
diagram. With the expansions see following pages for
the galaxy setup.
Strategy Cards in the three Player Game
During the Strategy Phase of a three player game,
players must choose 2 Strategy Cards (when normally
players would only choose 1). This is done over two
rounds of selection, with the second round of selection
using the same order of selection as the first round.
Since each player will have two Strategy Cards, players
must now execute two separate Strategic Actions at
some point during the Action Phase (one for each of
their Strategy Cards) before they are allowed to pass.
Each individual Strategic Action is resolved as normal.
A player may choose which of his Strategy Cards to
execute first.
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From the Online-Errata
To determine order of play in a three-or four-player
game (in which players have 2 Strategy Cards) use only
the best (lowest) initiative value of the two cards to
determine order of play.
12.1.2 Four Player Game
The following exceptions apply to the four player game.
Creating the Galaxy with four Players
Players randomly draw races as normal, placing the
unused Home Systems back in the box. Mecatol Rex
is placed in the middle of the table as usual. Shuffle
the remaining 32 systems (do not remove any systems
beforehand). The first player then deals the systems
to the players, with each player receiving 8 systems.
Players now create the galaxy as normal, with the
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final board constellation and home system placement
matching the illustration for the 4 player game as found
on the Galaxy Setup for 3, 4, and 5 Players diagram.
With the expansions see following pages for the galaxy
setup.
Strategy Cards in the four Player Game
The four player game uses the same rules for choosing
Strategy Cards as the three player game (with players
choosing two Strategy Cards). Note that in the four
player game, since each player selects two Strategy
Cards, there will be no Strategy Cards that remain
unselected. The “bonus” tokens are therefore not used
in the four player game. The Initiative Strategy may
still not be selected by the same player twice in a row,
unless that player has no other option.
From the Online-Errata
the Action Cards Strategic Flexibility and Strategic Shift
should be removed before starting a 4-player game.
To determine order of play in a three-or four-player
game (in which players have 2 Strategy Cards) use only
the best (lowest) initiative value of the two cards to
determine order of play.
12.1.3 Five Player Game
The following exceptions apply to the five player game.
Creating the Galaxy with five Players
Player’s randomly draw races as normal, and the
unused Home Systems are placed back in the box.
Mecatol Rex is placed in the middle of the table as
usual. Before the galaxy is created (before placing any
Home Systems), each player is randomly assigned a
number 1 through 5 (using paper, dice, or any other
method of randomization). That number assigns each
player’s position as indicated on the 5 player setup
illustration on the “Galaxy Setup for 3, 4, and 5 Players”
diagram. The first player shuffles the remaining 32
systems, removing one random system, placing it back
in the box without looking at it. The first player then
places another single random system face down next to
Mecatol Rex in a position of his choice. Then he deals
the remaining 30 systems to the players (with each
player receiving 6 systems each.) Players now create
the galaxy as normal, with the final board constellation
and Home System placement matching the illustration
found on the Galaxy Setup for 3, 4, and 5 Players
diagram. After the entire galaxy has been completed,
reveal the face down system that was placed adjacent
to Mecatol Rex. Due to the nature of 5 players in a
hexagon-derived board, some players will be closer to
each other than others. To compensate for this, players
in position 1 and 4 receive four Trade Goods before the
game begins (placing them on their Race Sheets), and
the player in position 5 receives six Trade Goods before
the game begins (placing them on his Race Sheet).
With the expansions see following pages for the galaxy
setup.
Strategy Cards in the five Player Game
The five player game uses the same rules for choosing
Strategy Cards as in the normal six player game.
Unlike the 6 player game, however, there will be three
remaining unselected Strategy Cards. Place a bonus
token on each unselected Strategy Card, thus placing a
total of three bonus tokens every round instead of two.
12.1.4 Seven and Eight Player Games
Included in this expansion, you will find 2 new colours
of plastic, matching Technology decks, Control Markers,
and Command Counters, and enough systems to play
a 7-or 8-player game. When playing the 7-or 8-player
game, make the following rules changes to setup.
1. First, remove 2 random systems. (the Online-Errata
says, that this point should be ignored)
2. Then, the first player shuffles the remaining 55
systems.
3. He removes 2 (for a 7-player game) or 3 more
random systems (for an 8-player game), placing
them back in the box without looking at them.
4. The first player then places 4 random hexes in a
position of his choice facedown adjacent to Mecatol
Rex.
5. He deals the remaining tiles to the players. Each
player will then have 7 systems if playing with 7
players, or 6 systems if playing with 8.
6. Players now create the galaxy as normal, with
the final board constellation and Home System
placement matching the illustration found on the
Galaxy Setup for 7 and 8 Players diagram.
7. Once setup is complete, turn the 4 facedown tiles
around Mecatol Rex face-up.
8. Due to the nature of the 7-player board, the players
in positions 1 and 2 receive 4 Trade Goods and the
player in position 3 receives 6 Trade Goods before
the game begins.
Strategy Cards in the 7¬and 8-Player Games
The 7-and 8-player games use the same rules for
choosing Strategy Cards as the standard 6-player
game. However, all Strategy Cards will be selected in
the 8-player game. The 8-player game is therefore
somewhat similar to the 4-player game, and the Action
Cards Strategic Flexibility and Strategic Shift should be
removed before starting an 8-player game (as the errata
for 4-player games says).
12.2 Base Game Option 1: Long War
Some players may find the path to 10 victory points
too brief. Such players may desire a more definitive,
longer, and more epic experience. You can create this
experience by using the optional side of the Victory
and 8 Player Games The 7 and 8 player games use the same rules for choosing Strategy Cards as the standard 6 player game However all Strategy Cards will be selected in the 8 player game The 8 player game is therefore somewhat similar to the 4 player game and the Action Cards Strategic Flexibility and Strategic Shift should be removed before starting an 8 player game as the errata for 4 player games says 12 2 Base Game Option 1 Long War Some players may find the path to 10 victory points too brief Such players may desire a more definitive longer and more epic experience You can create this experience by using the optional side of the Victory
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Point Track, which goes to 14 victory points rather than
10. In addition, when preparing the Public Objective
Deck, randomly select 5 Stage II Public Objective Cards
(instead of 3) in addition to the “Game Over Card”, and
8 Stage I Public Objective Cards (instead of 6), creating
a Public Objective Deck of 14 cards (instead of 10).
12.2.1 Alternative Variant
By using the suggested Public Objective Deck above,
your game will end somewhere between turn 9 and
turn 14. If so desired, you can simply omit the “Game
Over” card from the Objective Deck. If you do so, you
should end the game after the Status phase in which
the last Public Objective Card was drawn.
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12.3 Base Game Option 2: Age of Empire
The victory point system of TI, as written, rewards
players that seek a balance of planning and flexibility.
Some players, however, may desire that the victory
objectives of TI be more predictable (which was the
case in the two previous editions of TI) so that they
may form a more stable long term strategy. This is
accomplished in the following way: After creating the
Public Objective Deck as normal, start to draw its cards,
starting from the top. After drawing a card, place it face
up in the common play area, creating a straight line of
cards starting to the left. After drawing and placing the
“Game Over” card, if there are any additional cards
remaining in the deck, place those cards back in the box
(you will not need them). Now you should have a line of
Public Objective Cards somewhere between 7 and 10
cards long with the “Game Over” card in the rightmost
position. During the game, players may qualify for the
victory points of any of the revealed Objective Cards
from Turn one. No further Public Objective Cards will
enter the game. In this way, players know exactly which
objectives will give them victory points for the duration
of the game. After the end of the Status Phase of the
first game round, place a Turn token (a glass bead,
a thimble, a quarter, etc.) on the leftmost card. After
every Status Phase is finished, move the Turn token one
card to the right. When the Turn token moves onto the
Game Over card, the game ends immediately, and the
player with the highest number of victory points is the
winner (as described in the core rules). In this way, your
row of Objective Cards also act as a Turn track
From the Online Errata
When playing with the “Age of Empire” game option,
players may not qualify for Stage II objectives during the
first three rounds of play.
12.4 BG Option 3/SE Option 11-12: Distant Suns
Included in the game, you will find the octagon shaped
Domain Counters that form the core of the Distant
Suns game option. Using Domain Counters dramatically
alters the strategy and flavour during the early turns of
TI, as they simulate the dangers and rewards of space
exploration and colonization. After the game board has
been created, but before the game begins, randomize
the Domain Counters and place one Domain Counter
face down on every neutral planet on the board (do not
place Domain Counters on any Home System planets or
on Mecatol Rex). Place excess Domain Counters back in
the box without looking at them.
The Domain Counters
Domain Counters reflect the unknown aspects of deep
space exploration and colonization, functioning as
follows:
• A planet’s Domain Counter is revealed (and its
effects resolved) immediately after a player has
landed all his desired Ground Forces there during
the Planetary Landings step of a Tactical Action.
After a Domain Counter has been revealed, the
active player may not land additional Ground Force
units on the planet during the same activation.
• When revealed, the symbol on the front of the
Domain Counter represents the encounter/event of
the planet. Immediately resolve the effects of that
event. In this rules booklet, you will find a detailed
description of every Domain Counter effect.
• If a player comes to control a planet without actually
landing forces there during a Tactical Action, the
Domain Counter is ignored and placed back in the
box with no effect.
• If, for any reason, a planet returns to neutrality
after being occupied by a player, do not place a new
Domain Counter on the planet.
Probing
Immediately after the movement step of a Tactical
Action (not a Transfer Action) the active player may
choose to probe Domain Counters in the activated
system as long as he has at least one Fighter unit in the
system. If probing, the player may secretly look at every
face down Domain Counter in the system. After looking,
he must return the Domain Counters face down to their
respective planets. The player may not look at the
counters again, unless he probes once more during a
future activation, or lands Ground Forces on the planet.
A player may not land Ground Forces on a planet during
the same activation in which he probed the planet.
Special Rule: If the Lazax Survivors Domain Counter is
probed, remove the counter from the game. The probing
player immediately receives one victory point and may
immediately draw 3 action cards.
Razing
During the Invasion Combat segment of a Tactical
Action, a War Sun or Dreadnought in the same system
as a Domain Counter may choose to raze a face down
Domain Counter. The active player simply announces
that he is razing the planet, and then he removes the
Domain Counter and returns it to the box without
applying its effects. A War Sun or Dreadnought may
not raze a Domain Counter that has already been
revealed. Note that a single War Sun or Dreadnought
may only raze one Domain Counter in its system. If a
player wishes to raze two Domain Counters in the same
system during the same activation, he must have at
least two Dreadnoughts/ War Suns in the system. A
War Sun or Dreadnought, that has been used (or will
be used) for razing after the movement step may not
be used for bombardment during the same activation.
After razing a planet, a controversial act, the player
razing the planet and then he removes the Domain Counter and returns it to the box without applying its effects A War Sun or Dreadnought may not raze a Domain Counter that has already been revealed Note that a single War Sun or Dreadnought may only raze one Domain Counter in its system If a player wishes to raze two Domain Counters in the same system during the same activation he must have at least two Dreadnoughts War Suns in the system A War Sun or Dreadnought that has been used or will be used for razing after the movement step may not be used for bombardment during the same activation After razing a planet a controversial act the player
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may face adverse reactions from his own people and
the Galactic Council. After razing a Domain Counter, the
player should roll the dice and consult the table below.
ResultEffect
1-7No effect
8-9Lose 3 random Action Cards
0 Lose 3 random Action Cards and
immediately exhaust all his ready planets
Special Rule: If a player razes the Lazax Survivors Domain
Counter, he must immediately discard all of his Action
Cards, exhaust all of his planets, and lose all of his Trade
Goods. In addition, that player may not vote on the next
Political Agenda.
12.4.1 Domain Counters Description
Biohazard (Low Risk)
The hostile environment of this planet
requires terraforming. The first Ground Force
unit to land here is always eliminated while
this token remains. Discard this counter after a player
successfully invades this planet.
Hostile Locals (1: Low Risk)
The local population will not be subdued. The
indicated number of local Ground Forces will
fight any invader (allow another player to
roll their combat dice). If an invasion attempt fails, the
locals return to their full indicated strength. May not be
bombarded. Discard after a successful invasion.
Fighter Ambush (1: Low Risk)
After landing, a Space Battle immediately
starts in the system against the indicated
number of local Fighters (allow another player
to roll their combat dice). Players may not use Anti-
Fighter Barrage in his Space Battle. If the Space Battle
fails, then the planet remains uncontrolled, all landing
Ground Forces are discarded, and the fighters return
to full indicated strength. Discard this counter after a
successful Space Battle.
Settlers (Low risk)
Return all of your Ground Forces to their
Carrier/War Sun. Roll a die: [6+] Place two
free Ground Forces on the planet from your
reinforcements [1-5] Determine a random opponent.
That opponent places two free Ground Forces from his
reinforcements on the planet. Then discard this counter.
Hostage Situation (Low risk)
Your landing party is taken hostage by the local
inhabitants. Pay Trade Goods equal to the
number of Ground Forces landing or lose all
Ground Forces in the initial landing (the planet remains
uncontrolled). Then discard this counter.
Peaceful Annexation (Low Risk)
The landing proceeds without incident.
Discard this counter.
Natural Wealth (2: Low Risk)
This planet has resources available for
immediate exploitation. Receive the number
of Trade Goods indicated, if able.
Then discard this counter.
Native Intelligence (Low Risk)
The native race here offers their espionage
services. Secretly look at any one facedown
Domain Counter on any planet of your choice.
Then discard this counter.
Radiation
The planet contains unexpected high levels of
radiation.
Kill all the Ground Forces of the initial landing
(the planet remains uncontrolled), then remove this
counter.
Automated Defense System
Roll two dice. For each [6+] lose 1 ship in
this system and one landing Ground Force.
If no Ground Forces remain on this planet, it
remains uncontrolled. The first player to successfully
invade this planet removes this counter and may place
one free PDS unit on the planet.
Wormhole Discovery
Place this counter in the middle of the system
to indicate the presence of a new wormhole.
This wormhole will connect to other
wormholes of the same letter (Alpha or Beta) following
the normal rules for wormholes.
Lazax Survivors
A discovery of ancient prophecy. You may
take this counter to receive 3 additional votes
towards all future political agendas. (See Lazax
Survivors in Probing/Razing)
Hidden Factory
You unearth an ancient, abandoned starship
factory. Immediately receive any number of
ships (for free) worth up to 2 resources. Place
them in this system, then discard this counter.
Industrial Society
An industrious and friendly populace
welcomes you. You may place a free Space
Dock here. The Planet card for this planet is
not exhausted when you receive it. Discard this counter.
Technological Society
The player to your left must search through
your Technology deck and give you a free
technology advance for which you have the
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necessary prerequisites. Then discard this counter.
12.4.2 Shattered Empires: Territorial Distant Suns
This option keeps all the excitement of Distant Suns
while reducing the risk of early expansion. Follow these
instructions instead of setting up the Domain counters
as normal:
1. Make a pile that includes all of the following domain
counters. This is known as the Low Risk Pile:
◦◦Biohazard
◦◦Hostile Locals (1 Strength)
◦◦Fighter Ambush (1 Strength)
◦◦Settlers
◦◦Hostage Situation
◦◦Peaceful Annexation
◦◦Natural Wealth (2 Quality)
◦◦Native Intelligence
2. Place all the other Domain counters in a separate
pile.
3. Randomly place counters from the “low risk” pile
onto all planets in the outer ring as well as any
planets adjacent to Home World systems.
4. Mix all of the remaining Domain counters together
and randomly distribute them among the remaining
planets.
12.5 Base Game Option 4: Leaders
Included in the game, you will find 30 (42, 51) Leader
counters (3 for each race). These represent exceptional
personalities that will assist their race in its struggle to
attain the imperial throne. There are five different types
of Leaders: Generals, Admirals, Diplomats, Agents, and
Scientists.
12.5.1 Placing Leaders
When using this game option, all three of a race’s
Leaders are placed in their player’s Home System before
the game begins just like the normal starting units. Like
Ground Forces and PDS, a Leader is always considered
to be on a planet, or being transported by a ship.
Unlike Ground Forces and PDS, however, any spaceship
(including Fighters) may transport one or more Leaders
using the same rules as Carriers transporting Ground
Force units. Leaders do not count towards the capacity
of any ship. A Leader is not allowed to land on a neutral
or hostile planet unless accompanied by at least one
Ground Force unit. If a Leader is part of an Invasion
Combat on an enemy (or Neutral planet, if using the
Distant Suns option) the Leader will be automatically
captured should the invasion fail against another
players planet (or Killed if the Invasion Combat fails
against a neutral planet).
12.5.2 Killing and Capturing Leaders
Leaders are powerful assets, and your opponents would
like nothing better than to capture or eliminate these
individuals.
In space If a ship carrying a Leader is destroyed during
a Space Battle, roll a die. On a result of 1- 5, the leader
is Killed and permanently removed from play. On a
result of 6- 8, the Leader escapes and its owner may
immediately place the Leader on any friendly planet
(not under blockade). On a result of 9 -10, the Leader
is captured by the opposing player in the Space Battle
(see below). If a ship is destroyed any time other than
during a Space Battle, the Leader is automatically killed
and removed from play.
12.5.3 On a planet
If a planet containing a Leader is successfully invaded
by an enemy player, roll a die. On a result of 1 -5 the
Leader is captured On a result of 6 -9 the Leader escapes
and its owner may immediately place the leader on any
friendly planet (not under blockade). On a result of 10,
the Leader is killed and removed from the game.
If a Leader is present on a planet whose ownership
changes for any other reason than invasion, the Leader
automatically escapes and may be placed on any
friendly planet. Leaders can never exist on neutral or
enemy planets or in space by themselves.
12.5.4 Captive Leaders
When capturing a Leader, the capturing player (the
“captor”) places the captured Leader in his playing area.
During the Status Phase, a captor may freely transfer
the captive to another player, including the owner of
the Leader (in which case the Leader is FREED and
immediately placed on any friendly planet not under
blockade, of its owner’s choice). Instead of transferring
the prisoner, the captor may choose to keep the
prisoner another round, or execute the prisoner. If
choosing the latter, the captor announces the execution
and removes the said leader from play.
12.5.5 Rescuing a captive Leader
Every time a planet is successfully invaded, if the planet
was controlled by a player holding any captive Leaders,
roll a die after a successful invasion. If the result is a 9
or 10, a captive leader has been found by the invader.
If more than one prisoner is held by the losing player,
the invader may choose which of the captive Leaders to
rescue. If the rescued Leader belongs to another race,
the invader is now its new captor, and must choose
what to do with the new captive during the next Status
Phase. If the rescued Leader belongs to the invader, the
Leader is immediately placed on any friendly planet
(not under blockade) of the invader’s choice. If a player
successfully invades the last planet of another player,
all captive Leaders held by the eliminated player are
transferred to the invader.
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12.5.6 Leader Abilities
The abilities of a Leader depend on the Leader type.
The 5 different Leader types and abilities are:
Scientist
• A planet that contains a technology
specialty and at least one Scientist provides
a technology discount of 2 credits rather
than 1.
• A planet with at least one Scientist may build a new
Space Dock at a cost of 2 rather than 4.
• PDS units on a planet with at least one Scientist
receive +1 on all rolls.
• Planets with at least one Scientist and one PDS
unit may not be bombarded by a War Sun unit (a
War Sun can normally ignore the planetary shield
provided by a PDS.)
Diplomat
• If a Diplomat is present on a planet about to
be invaded by enemy Ground Forces during
the Planetary Invasion step, the Diplomat
may delay the invasion by one round. Simply return
the enemy Ground Force units to their Carrier(s).
A planet protected by a Diplomat may not be
protected again by a Diplomat for the remainder of
the round, or for the next game round.
• A fleet that contains at least one Diplomat may
move through systems containing an opponent’s
ships, but only if the opponent grants his permission
for the transit.
General
• When a General participates as the attacker
in an Invasion Combat (by landing with the
invading Ground Forces) the active player
may re¬roll up to two dice during every round of
that Invasion Combat.
• Dreadnoughts and War Suns receive ¬4 to
bombardment rolls against a planet that contains at
least one General.
• All defending Ground Forces on a planet that
contains at least one General receive +1 to their
combat rolls during Invasion Combat.
Admiral
• When an Admiral participates in a Space
Battle (as attacker or defender), its owner
may roll one additional die for the ship
that is carrying the Admiral. (Note that only one
additional die is rolled, even if the Admiral is on a
War Sun.)
• A Dreadnought carrying an Admiral receives +1
movement.
• When attacked by a fleet containing an Admiral,
a defending fleet may not retreat unless the
defending fleet also contains an Admiral.
Agent
• If an Agent is part of an Invasion Combat as
an attacker (by landing on the enemy planet
with one or more friendly Ground Forces),
enemy PDS may not fire at the invading Ground
Forces.
• If an Agent is part of a successful Invasion Combat
as an attacker (by landing on the enemy planet with
one or more friendly Ground Forces), the active
player may replace any enemy PDS and Space Dock
on the planet with his own similar units (normally
these units would be destroyed).
• An Agent may be sacrificed at any time to act as a
“Sabotage” action card. Simply announce the action
after another player plays an Action Card, cancelling
its effects. Then discard both the Action Card and
the Agent.
12.6 Base Game Option 5: Sabotage Runs
Although the mighty War Sun unit is the undisputed
king of space, history has shown that such hybris of
creation often hides a fatal flaw that can be exploited
by the smallest of spacecraft. When using this game
option, Fighter units have a desperate chance of a
pre Space Battle strike at an enemy War Sun in the
contested system. This desperate attack is called the
“sabotage run.”
12.6.1 Announce the Run
A sabotage run takes place before an actual Space Battle
begins, immediately after any Destroyer Anti Fighter
Barrage. Both players (attacker first) may announce
that they are making a Sabotage run against an enemy
War Sun in the battle (if no War Sun is present among
the enemy units, a player cannot undertake a sabotage
run). If both players have War Suns, the attacker should
resolve his sabotage run first, followed by the defender.
After announcing a sabotage run, a player must commit
a number of Fighter units to the dangerous task. After a
number of Fighters have been committed, the sabotage
run is executed over two rounds of die rolls.
12.6.2 The Outer Defences
Roll a die for every Fighter committed to the sabotage
run. On an unmodified result of 9 or 10, the Fighter
makes it through the outer defences of the War Sun.
All other results destroy the Fighter unit, which receives
no return fire.
12.6.3 The Inner Defences
For every Fighter unit that made it past the outer
defences of the War Sun, roll another die (one at a
time). If the fighter rolls an unmodified result of 10,
the sabotage run is successful and the War Sun is
immediately destroyed. Such a destroyed War Sun
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40
receives no return fire. All other die results instantly
destroy the Fighter unit, which receives no return fire.
Surviving Fighter units are able to participate in the
subsequent Space Battle. An unharmed War Sun is able
to participate in the Space Battle with no ill effects.
Should an opponent have two War Sun units, a player
is allowed to make a sabotage run against both units
by dividing his committed Fighters into two separate
pools. With each of these pools attacking one specific
War Sun, simply resolve each separate sabotage run,
one at a time.
12.7 SE Option 1: The Variant ISC
Shattered Empire includes a variant Imperial Strategy
Card for use with the base game, titled Imperial II. To
play with the variant ISC, simply use the new Imperial II
Strategy Card in place of the original Imperial Strategy
Card. In addition, to play with the Imperial II card you
must also use the “Age of Empire” variant. Note that
this variant Imperial Strategy Card is only intended as an
optional replacement for the original Imperial Strategy
Card. It is not part of the new set of 8 Strategy Cards
discussed in Option 2, below.
12.8 SE Option 2: The Variant Strategy Cards
This expansion includes 8 new Strategy Cards,
distinguished by a white background (whereas the
original Strategy Cards and the variant Imperial II
Strategy Card have a black background). Players may
decide to play with these 8 Strategy Cards instead of
the original 8. While most of these cards serve the
same purpose as the originals, many function quite
differently and favour slightly different play styles.
When playing with the variant Strategy Cards, make the
following changes during setup:
1. Each player receives 2 Political Cards at the start of
the game. Players will have a hand of Political Cards
in addition to their hand of Action Cards throughout
the game. These cards will be played when using the
new Assembly Strategy Card.
2. When building the Objective deck (step 7 of setup),
add one extra Stage II Objective to the Stage II deck.
3. After building the Objective deck, reveal the top
card and place it face up in the common play area.
Certain Strategy Cards in this expansion have the same
name as previous Strategy Cards but are followed by
the Roman numeral II. These cards are affected by all
abilities and cards that would affect their counterpart
with the same name. Finally, we recommend that
players play to 1 fewer Victory Point when playing with
the new Bureaucracy Strategy Card.
Note: If at any time any player draws an Action Card or a
Political Card that refers to a Strategy Card not being used
in the current game, discard it and draw a new card.
Optional Strategy Card Replacement
Players using the original set of Strategy Cards may wish
to optionally replace any of the original cards with its
new counterpart of the same name. For example, a
player may wish to play with the original set of Strategy
Cards but choose to replace Technology with the new
Technology II Card and Imperial with the new Imperial II
card. Players may also wish to try playing with the new
cards, and replacing some of the new cards with their
original counterparts. In either case, if you wish to mix
Strategy Cards, you should only swap out cards of the
same name.
12.9 SE Option 3: Variant Objectives
This expansion includes two new variant Objective
decks. These new Objective decks focus more on
warfare and encourage more conflict than the original
Objective decks. Players who wish to use these
objectives should use both new decks instead of the
Stage I and Stage II cards provided with the original
game. The Special Objective Cards included with this
expansion are separate from the new Public Objective
decks. The Special Objective Cards are used only when
playing with the Artefacts or Voice of the Council
options.
12.10 SE Option 4: Race Specific Technologies
Players who want more diverse abilities for the races
may enjoy this option. Each race has one Race Specific
Technology Card that may be purchased instead of a
regular Technology Card. Whenever you are entitled to
purchase a Technology, you may purchase your race
specific Technology instead.
The cost of a Race Specific Technology is whatever you
would pay for a regular Technology at the time plus the
cost on the race specific Technology card.
Example: The Sardakk N’orr player is executing the primary
ability of the Technology Strategy Card. He chooses his
Race Specific Technology, “Berserker Genome,” which has a
cost of 5. He must spend 5 resources to acquire “Berserker
Genome.” If the Sardakk N’orr player were executing the
secondary ability of the Technology Strategy Card, he would
have to pay 13 resources for “Berserker Genome.”
The Race Specific Technology Cards have no
prerequisites. Race Specific Technologies do not have a
technology colour and therefore their costs may not be
reduced using technology specialties or the “Research
Grant” Political Card. These cards are treated as normal
technologies in all other respects.
Using this Option with Shards of the Throne
The Shattered Empire expansion provides each
race with one Race¬Specific Technology Card.
When playing with both expansions, each
race has two different Race¬Specific Technology Cards
available for purchase. A few Race¬Specific Technology
5 resources to acquire Berserker Genome If the Sardakk N orr player were executing the secondary ability of the Technology Strategy Card he would have to pay 13 resources for Berserker Genome The Race Specific Technology Cards have no prerequisites Race Specific Technologies do not have a technology colour and therefore their costs may not be reduced using technology specialties or the Research Grant Political Card These cards are treated as normal technologies in all other respects Using this Option with Shards of the Throne The Shattered Empire expansion provides each race with one Race Specific Technology Card When playing with both expansions each race has two different Race Specific Technology Cards available for purchase A few Race Specific Technology
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Cards are only used when playing with both expansions.
These cards are marked with a red Shattered Empire
symbol (pictured above) on the lower left¬hand corner
of the front of the card.
These special cards include a few replacement cards
for cards found in Shattered Empire (Berserker
Genome and Bioptic Recyclers), as well as a second
Race¬Specific Technology Card for each of the new
Shards of the Throne races. If you are not playing with
the Shattered Empire expansion, simply place the cards
with this symbol in the box and do not use them during
the game.
12.11 SE Option 5: Artefacts
This expansion includes 8 Artefact tokens, with 4
corresponding Special Objective Cards. When playing
with the Artefacts option, include the 4 Special
Objective cards that have pictures of artefacts on their
fronts. As described on the 4 Artefact Special Objective
cards, artefacts are worth 1 Victory Point to the player
that controls the planet that the artefact is on. Artefacts
may never be moved or destroyed. Four of the Artefact
tokens represent actual artefacts, while the other 4 are
Dummy tokens.
12.11.1 Setting up Artefacts
At the start of the game, immediately after setting up
the map (step 9 of setup), each player (starting with the
Speaker) chooses one planet. Players may not choose
Mecatol Rex, a planet in or adjacent to a Home System,
or a planet in a system that contains a planet that’s
already been chosen. Then, place one random Artefact
token facedown on each planet chosen. (Changed in
the Online Errata)
12.11.2 Playing with Artefacts
When a player gains control of a planet, which contains
a facedown Artefact token, the Artefact is immediately
turned face up. If the token is indeed an Artefact (the
token is coloured) then the player immediately claims
the corresponding Special Objective Card (placing it
in front of him) and gains 1 Victory Point. If the player
loses control of the planet with the Artefact (and
therefore no longer meets the condition on the Special
Objective), then he immediately loses the Objective
Card and 1 Victory Point. Once an artefact is revealed,
it will remain face up for the rest of the game. Revealed
Dummy tokens may be discarded when revealed.
If a player takes control of a planet that has a face up
artefact on it, he immediately claims the corresponding
Special Objective Card (taking it from another player if
necessary) and gains 1 Victory Point.
Example: The Sol player gains control of Hope’s End.
He flips over the Artefact token there, and it shows the
red artefact (Lazax Armory). He immediately claims the
matching Special Objective and places it in front of him.
He then scores 1 Victory Point on the Victory Point Track.
Later that turn, the Muaat player gains control of the planet
containing the artefact. He takes the Special Objective away
from the Sol player. The Sol player then loses 1 Victory Point
and the Muaat player gains 1 Victory Point.
12.12 SE Option 6: Shock Troops
As the Twilight Wars progressed and warriors proved
themselves in battle, a new classification of Ground
Forces known as Shock Troops arose. Shock Troops are
elite, experienced troopers that make very formidable
opponents. The rules for Shock Troops are as follows:
12.12.1 Acquiring Shock Troops
If a Ground Force rolls a 10 in battle, it becomes a Shock
Troop at the end of the combat round, after casualties
are removed. Replace the Ground Force with a Shock
Troop token. If no Shock Troop tokens are available, the
Ground Force remains a Ground Force.
12.12.2 Using Shock Troops
Shock Troops have a Battle value of 5 (a significant
increase over the 8 of standard Ground Forces).
After a successful invasion, if at least one Shock Troop
unit has survived the battle (along with at least one
Ground Force unit, see below), the invading player
may capture enemy Space Dock and PDS units on the
planet. (Normally such units would be destroyed after
a successful invasion.) Immediately, at no cost, replace
the enemy units with the same units of the invading
player.
12.12.3 Shock Troop Restrictions
• Shock Troops must always be taken as casualties
before any other Ground Forces during Invasion
Combat. This excludes any other time that a Ground
Force would be taken as casualty (bombardment
and PDS Fire, for example).
• Shock Troops must always be present with at
least one friendly, plastic Ground Force. If a Shock
Trooper is ever left alone, it becomes a regular
Ground Force and the Shock Troop token is replaced
by a plastic Ground Force unit of the owner’s colour.
From the Online Errata: If a Shock Troop is on a ship, it is
considered to be “present with” a friendly Ground Force if
there is a Ground Force on any ship in that fleet.
Example: Player 1 has 2 Ground Forces in battle. He rolls a
9 and a 10. He therefore deals 2 casualties and one of his
Ground Forces becomes a Shock Troop. His opponent deals
him 1 casualty. After casualties are removed, Player 1’s
remaining Ground Force would have become a Shock Troop,
but now it is no longer present with a plastic Ground Force
unit, so it remains a normal Ground Force. Shock Troops are
treated as Ground Forces for all cards and abilities. Note
that there are other ways to acquire Shock Troops (such as
from Hope’s End or certain Action Cards).
friendly Ground Force if there is a Ground Force on any ship in that fleet Example Player 1 has 2 Ground Forces in battle He rolls a 9 and a 10 He therefore deals 2 casualties and one of his Ground Forces becomes a Shock Troop His opponent deals him 1 casualty After casualties are removed Player 1 s remaining Ground Force would have become a Shock Troop but now it is no longer present with a plastic Ground Force unit so it remains a normal Ground Force Shock Troops are treated as Ground Forces for all cards and abilities Note that there are other ways to acquire Shock Troops such as from Hope s End or certain Action Cards
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12.13 SE Option 7: Space Mines
Later in the war, it became clear that PDS cannons
were not enough to defend the core systems. Space
mines – homing explosives that lock on to capital
ships’ registration signals and attempt to detonate
enemy targets – were developed to supplement other
defences.
12.13.1 Deploying Space Mines
During the Production step of an activation of a system
containing a friendly Cruiser, the active player may
spend 2 resources in order to produce 1 space mine in
the system. No player may produce space mines if no
tokens are available. He places a space mine token in
the system with his Control Marker on it. Players may
never produce more than one space mine during a
single activation.
Example: The Muaat player activates his Home System and
moves an adjacent Cruiser into it. During the Production
Step of the activation, he produces a space mine from his
Cruiser and places his Control Marker on it.
12.13.2 Triggering Space Mines
After the PDS Fire step of an activation in which a player
moves ships into a system containing an opponent’s
space mines, he must roll 1 die individually for each
non Fighter ship entering the system (the active player
must announce before each roll which ship he is rolling
for). For each roll of 9 or 10, the ship is immediately hit.
After all ships have been rolled for, remove one space
mine token from the system and resume the action. A
player only rolls for space mines once, even if there is
more than one space mine present. If there are multiple
space mines, the active player may decide which space
mine to remove after rolling.
Important: Players only have to roll for space mines if they
end their movement in a system containing them. Players
may move through a system containing space mines
without any effect. Example: The Saar player decides to
move 1 Dreadnought, 1 Carrier, and 2 Fighters into a system
containing an opponent’s space mines. He rolls 1 die for the
Dreadnought (the result is a 10) and 1 die for the Carrier
(the result is a 9). The Carrier is then destroyed and the
Dreadnought is damaged. Although he did not have to roll
for the Fighters, they are now destroyed because they are
not supported (by a Carrier, a Space Dock, or the Advanced
Fighters technology).
From the Online Errata: Space Mines are triggered anytime
an enemy ship enters or is built in the system. This includes
the Warfare secondary ability, transfer actions, retreats,
and when building new units. This does not include moving
through a system (unless picking up units from the system).
12.14 SE Option 8: The Wormhole Nexus
The Wormhole Nexus tile represents a unique system
outside the known galaxy. This tile is placed off the board,
and a player may travel to it by using either an Alpha or
a Beta Wormhole. Players always have a choice as to
whether they want to travel to the Wormhole Nexus or
another end of a matching Wormhole whenever they
use a Wormhole. The Wormhole Nexus is treated like
any other system, but is considered adjacent to every
system that contains an Alpha or Beta Wormhole.
Note: The Wormhole Nexus need not be controlled to
fulfil the “Keeper of Gates” Special Objective (but it
can be easier to fulfil this objective if playing with the
Wormhole Nexus).
12.15 SE Option 9: Facilities
Players who prefer games with more abundant
resources may wish to use this option. This expansion
includes 16 Facility Cards: 8 colonies and 8 refineries.
These facilities may be built on any planet outside of
a player’s Home System at the cost of 1 resource.
Facilities add 1 additional resource or influence to the
planet they are built on. Colonies increase the influence
value of a planet by 1, while refineries increase the
resource value of a planet by 1.
12.15.1 Building Facilities
A player may build facilities during the Produce Units
step of a Tactical Action. Facilities are built following the
same rules as Space Docks, and may only be built on
a planet that you have controlled for the entire game
round. A player may not build a facility if an opponent
has ships in the system or if there are no more Facility
Cards of the chosen type remaining. Facilities may not
be built on Trade Stations. Important: Building a facility
on a planet exhausts that planet, if it is not exhausted
already. You may exhaust a planet to build a facility on
that planet, but you do not receive the extra influence
or resource that game round. Once built, place the
Facility Card under the planet card, with the bottom
edge sticking out to indicate that it will provide an
additional influence (colony) or resource (refinery) in
future game rounds. You never exhaust Facility Cards.
Instead, when you exhaust a planet with a facility, the
planet is treated as if the relevant number on the planet
card (influence for colonies or resources for refineries)
were one higher. Each planet may have no more than
one facility on it at a given time. If a player successfully
invades a planet that contains an opponent’s facility,
the facility is immediately destroyed.
Exception: A facility may be captured by agents or Shock
Troops as if it were a Space Dock.
12.16 SE Option 10: Tactical Retreats
With this option, add the following rule regarding
retreats: “When announcing a retreat, the defender
may use a Command Counter from his Strategy
Allocation area to activate an adjacent, unactivated
system that does not contain enemy units (changed
facility the planet is treated as if the relevant number on the planet card influence for colonies or resources for refineries were one higher Each planet may have no more than one facility on it at a given time If a player successfully invades a planet that contains an opponent s facility the facility is immediately destroyed Exception A facility may be captured by agents or Shock Troops as if it were a Space Dock 12 16 SE Option 10 Tactical Retreats With this option add the following rule regarding retreats When announcing a retreat the defender may use a Command Counter from his Strategy Allocation area to activate an adjacent unactivated system that does not contain enemy units changed
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43
in the Online Errata). At the end of the combat round,
he must retreat to this system. Players may also still
attempt normal retreats. ”
12.16.1 From the Online Errata: Stalemates
If a situation ever arises during a Space Battle or Invasion
Combat where all ships cannot be destroyed, such as 2
Dreadnoughts with Duranium Armour or 2 Fighters in
an Ion Storm with Advanced Fighters technology, the
attacker must perform a tactical retreat. If the attacker
cannot retreat, that player’s ships are destroyed.
12.17 SE Option 13: Custodians of Mecatol Rex
Using this option, a single Ground Force can no longer
invade Mecatol Rex on a whim. Now the Winnaran
custodians will protect the capital with strength and
fortitude. When using this variant, place both of the
Mecatol Rex Custodian tokens on Mecatol Rex during
setup. The Mecatol Rex Custodians have 2 Ground
Forces and 3 Fighters that will protect the planet from
invading players. A player attempting to invade Mecatol
Rex must first fight the Fighter Ambush token present
and then defeat the Hostile Locals with his Ground
Forces. The specific rules for encountering these tokens
are the same as their Domain token counterparts and
can be found on the back of this rulebook. Once these
tokens are defeated, they are removed from the game.
If playing Distant Suns with this option, do not place a
Domain token on Mecatol Rex.
12.18 SE Option 14: Voice of the Council
Players who wish to add to the usefulness of influence
and Political Cards may wish to use the included Voice
of the Council Special Objective Card. This Special
Objective works as follows. Before activating the
primary ability of the Political Strategy Card or the
Assembly Strategy Card, the active player may call for
a vote to determine who becomes Voice of the Council.
All players then vote for any player (as if they were
voting on an agenda). The player that receives the most
votes (ties being broken by the Speaker) gains control
of the Voice of the Council Objective (placing it in front
of him). He immediately gains 1 Victory Point, and the
previous owner of the Objective loses 1 Victory Point.
Example: The Sol player uses the Assembly Strategy Card
and decides to call a vote for Voice of the Council. The
Sol player wins the vote and gains the card (immediately
gaining 1 Victory Point). On the following turn, the Muaat
player wins a vote for Voice of the Council. The Sol player
loses 1 Victory Point and the Muaat player gains 1 Victory
Point.
12.19 SE Option 15: Simulated Early Turns
This option is for players who wish to speed up the
early game. Using this option, players can quickly
decide where they wish to expand early in the game.
To use this option, perform the following procedure
immediately after regular setup:
1) Claim Territory
After setup, starting with the Speaker and proceeding
clockwise, each player places a Command Counter
from his reinforcements onto a system adjacent to his
Home System. After each player has placed a Command
Counter, each player, in the same order, may place
a second Command Counter. Players may place the
second Command Counter adjacent to their Home
System or adjacent to the system in which the placed
their first Command Counter.
2) Build Units and Buy Technology
Starting with the Speaker and proceeding clockwise,
each player receives resources equal to the total
resources of his Home System plus 3. These may be
used to purchase additional starting units and/or 1
Technology advance. Each player may purchase one
Technology advance for 4 resources. This cost may not
be reduced, the player must have the necessary pre
requisites, and players may not purchase Race Specific
Technologies. All unused resources are lost.
3) Place Units
Starting with the Speaker and proceeding clockwise,
each player places his starting units in his Home System
and/or any systems in which he has placed a Command
Counter. Two important restrictions are that:
1) A player must place a Space Dock on one of his Home
System planets, and
2) A player is free to place Ground Forces and PDSs on
planets in his Home System. However, all Fighters,
Ground Forces, and PDSs that are placed outside a
player’s Home System must be placed with ships
that are capable of carrying all the Fighters, Ground
Forces, and PDSs in the system. Ships capable of
carrying these systems include Carriers, War Suns,
and ships with Stasis Capsules.
Example: During the simulated early turns, a player wants
to place 1 Carrier with 3 Fighters in a non Home System,
along with 4 Ground Forces on a planet in the same system.
This is not legal because the Carrier would not be capable
of carrying all the Fighters and all the Ground Forces in the
system.
4) Receive Planets
Each player claims the planet cards for each planet
with one of his Ground Forces on it. Each player then
removes his Command Counters from the board and
places them back in his reinforcements.
5) Reveal Objectives
Reveal the top card from the Public Objective deck and
place it in the common play area.
6) Abbreviated First Status Phase
Each player receives 1 Action card and refreshes his
planets. Then play proceeds to the first Strategy Phase
as normal. Notes: Players may not use any special
on a planet in the same system This is not legal because the Carrier would not be capable of carrying all the Fighters and all the Ground Forces in the system 4 Receive Planets Each player claims the planet cards for each planet with one of his Ground Forces on it Each player then removes his Command Counters from the board and places them back in his reinforcements 5 Reveal Objectives Reveal the top card from the Public Objective deck and place it in the common play area 6 Abbreviated First Status Phase Each player receives 1 Action card and refreshes his planets Then play proceeds to the first Strategy Phase as normal Notes Players may not use any special
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abilities or technologies during this procedure (treat
the “Special Abilities” area of the race sheets as if they
were blank). Players that start with Trade Goods may
use them when purchasing additional starting units.
However, they may use refresh abilities during Step
6 (the Abbreviated First Status Phase), and they may
discard Political Cards instead of spending Trade Goods
(from the Online Errata)
12.19.1 Example of Simulating Early Turns
The Embers of Muaat player is currently the Speaker.
After setting up the map, the Muaat player claims a
system that is adjacent to his Home System, placing one
of his Command Counters on it.
After the other players each claim a system adjacent to
their Home System, the Muaat player claims a second
system. This time he chooses a system adjacent to the
system he claimed in step 1.
During regular setup, the Muaat player received his
normal starting units, pictured here.
After all players have claimed 2 systems, the Muaat
player receives 7 resources (4 from his Home System
plus 3) with which to build additional units. He builds 2
Fighters, 1 Cruiser, 1 Carrier, and 2 Ground Forces.
After everyone has built units, the Muaat player
places his units (his normal starting units as well as the
additional units he just built). He may place them in his
Home System and/or the 2 systems he’s claimed. He
chooses to spread his units among all 3 systems. Note
that he must place a Space Dock in his Home System,
and keep his Ground Forces, Fighters, and PDSs (that are
outside his Home System) with ships that can transport
them. Note also that in this particular example, the
Muaat player also places a Control Marker on the Tsion
Trade Station, because he is the only one with ships
in the system. Finally, the Muaat player receives the
planet cards for the planets he controls and removes
his 2 Command Counters from the map.
12.20 SotT Option 1: Preliminary Objectives
Shards of the Throne includes 10 Preliminary Objective
Cards. These cards function exactly like Secret
Objectives that are easier to complete and are worth
only 1 victory point each. However, after a player
completes a Preliminary Objective, he draws a Secret
Objective from the Secret Objective deck.
To play with the Preliminary Objectives, simply deal
one to each player during setup (instead of the usual
Secret Objective) and return the rest of the Preliminary
Objectives to the box, without looking at them.
Preliminary Objective Cards are not shuffled into the
existing Secret Objective deck.
The Secret Objective Deck
Some cards and rules in this expansion refer to the
Secret Objective deck. This deck consists of any Secret
Objective not in play. Instead of placing unused Secret
Objective cards in the box, simply place them in the play
area. When a player fulfils a Secret Objective card, it is
removed from the game (and not shuffled back into this
deck).
12.21 SotT Option 3: Flagships
This option gives players the ability to build their race’s
Flagship, a powerful unit with unique special abilities
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for each race. This expansion includes 17 Flagship
cards, one for each race (including the races introduced
in the Shattered Empire expansion), and eight plastic
Flagships, one in each colour. The rules for Flagships are
as follows.
12.21.1 Acquiring a Flagship
When producing units in his Home System, a player can
choose to produce his Flagship. The cost to produce the
Flagship is printed on his race’s Flagship Card.
A player can build his Flagship even if it has been
destroyed previously in the game. However, each player
may only have one Flagship on the game board at any
given time. Flagships follow all normal build rules for
units.
12.21.2 Using Flagships
Each Flagship has its own unique cost, combat value,
movement, capacity, and special ability printed on its
card. They follow all normal rules for units, including
Fleet Supply limits, and all cards and abilities that affect
ships.
12.22 SotT Option 4: The Final Frontier
This expansion includes octagon shaped Domain
Counters similar to those used in the “Distant Suns”
game option. The Space Domain Counters have a
different back than previous Domain Counters (an
image of empty space rather than a planet). Using
these Space Domain Counters, players will experience
more surprises and uncertainty when entering empty
systems. After the game board has been created, but
before the game begins, randomize the Space Domain
Counters and place one Space Domain Counter
facedown in each system that does not contain any
planets (excluding Special Systems). Place unused Space
Domain Counters back in the box without looking at
them. Players do not need to play with the Distant Suns
option in order play with The Final Frontier option, but
they may both be played together if all players agree.
12.22.1 The Space Domain Counters
Space Domain Counters reflect the unknown aspects of
deep space exploration, functioning as follows:
• An empty system’s Space Domain Counter is
revealed immediately after all moving units have
ended their movement in that system.
• When revealed, the symbol on the front of the
Space Domain Counter represents the encounter/
event of the empty system. Immediately resolve the
effects of the counter. Detailed descriptions of every
Space Domain Counter effect can be found on the
back of this rulebook.
Example: The Jol Nar player decides to move a Destroyer
and a Cruiser into an empty system containing a Space
Domain Counter. After moving both units into the system,
the Jol Nar player reveals the Space Domain Counter and
immediately resolves the effect.
12.22.2 Space Domain Counters Description
Empty Space
There is nothing of interest here. This token
has no effect.
Gravity Rift
A rift in space opens up out of nowhere! When
this counter is revealed, it stays in play. This
system is now treated as a Gravity Rift system.
Alpha/Beta Wormhole Discovery
An undocumented Wormhole found in the
most unlikely of systems. When this counter is
revealed, it stays in play. This system now has
an Alpha/Beta Wormhole.
Supernova
A star explodes right before your eyes! When
this counter is revealed, it stays in play. All
ships in this system are destroyed and this
system is now treated as a Supernova system.
Space Pirates
The player who reveals this counter must
lose all his Trade Goods or be attacked by
a Dreadnought. If the player has no Trade
Goods, he is attacked. After the battle, or if he paid the
Trade Goods, discard this counter.
Abandoned Transport
An abandoned transport ship loaded with
undelivered goods. The player who reveals
this counter receives 2 Trade Goods.
Alien Technology
An ancient alien artifact found floating in
space. The player who reveals this counter
may research any one Technology that he has
the prerequisites for at no cost.
Derelict Ship
A ship in need of repairs, left abandoned in
space. The player who reveals this counter
may gain 1 Cruiser for free in this system.
Discovery
Exploration of uncharted space is bound
to result in interesting and advantageous
discoveries. The player who reveals this
counter may draw 1 Action Card.
Precursor Space Station
A long-forgotten space station offering
strategic advantages. After this counter is
revealed, this counter stays in play. While a
player controls this system, he needs 1 less victory point
to win.
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12.23 SotT Option 5: Mechanized Units
This option provides new units that function much like
Ground Forces but provide much more firepower and
survivability as listed below.
The Mechanized Unit
Units Available: 4
Cost: 2
• A Mechanized Unit, when
produced, is placed on the planet of the producing
Space Dock. Mechanized Units are transported
much like Ground Forces, taking up one capacity on
the ship transporting it. A Mechanized Unit is never
considered to be in “space,” as it is always either on
a planet or being transported inside a ship.
• A ship with capacity may, at any point during its
movement, pick up a friendly Mechanized Unit
located on a planet in the same system as the
moving ship.
• During the Planetary Landings step of the Activation
Sequence, Mechanized Units on a ship may move
directly onto any friendly, hostile, or neutral planet
in the same system (following all normal rules for
Planetary Landings).
• Mechanized Units count as Ground Forces in
regards to controlling planets.
• Mechanized Units may not make use of Technology
Cards or Action Cards that specifically refer to
Ground Forces.
• Mechanized Units have the sustain damage ability.
A Mechanized Unit can absorb a single hit before
it is destroyed. After taking its first hit, turn the
Mechanized Unit on its side to indicate that it has
been damaged. If a damaged Mechanized Unit is
forced to take another hit, it is destroyed. Other
than being one step closer to destruction, being
damaged does not affect the Mechanized Unit in
any other way.
12.24 SotT Option 6: Mercenaries
This expansion includes 16 Mercenary Cards and
matching tokens. Players may hire Mercenaries when
executing the primary ability of the Trade III Strategy
Card. To play with the Mercenaries option, simply use
the new Trade III Strategy Card in place of the Trade or
Trade II Strategy Cards. Mercenaries use the following
rules.
12.24.1 Hiring Mercenaries
When executing the primary ability of the Trade III
Strategy Card, the player may draw two Mercenary
Cards from the Mercenary deck, choose one to keep,
and secretly place the other on the bottom of the
deck. That player then finds the corresponding token
for the chosen Mercenary and places it, Ground side
facing up, on any planet he controls. Before acquiring
a Mercenary using the primary ability of the Trade III
Strategy Card, each player who has a Mercenary must
pay 1 Trade Good (to the supply) for each Mercenary he
controls. If its owner does not pay the Trade Good, he
discards the Mercenary Card to the bottom of the deck
and places its token back in the supply.
12.24.2 Controlling Planets
Mercenaries may not claim planets nor are they
considered Ground Forces. If a Mercenary is the only
unit on a planet, that planet reverts to neutral.
12.24.3 Using Mercenaries in Battle
Mercenaries have their combat values, movement,
and unique special abilities printed on their cards.
The tokens are double sided to mark whether the
Mercenary is in space or on the ground. A Mercenary
may only move from ground to space during a Tactical
or Transfer Action.
A Mercenary may move from space to ground during
Planetary Landings. While in space, Mercenaries count
towards Fleet Supply and may not be carried on other
ships. Any Mercenary abilities that work during battle
may only be used if the Mercenary is participating in
the Space Battle or Invasion Combat. Mercenaries may
not transport Leaders.
12.24.4 Evasion
Mercenaries have a new ability called Evasion. The
ability is followed by a number (x), known as their
Evasion value. When a player assigns a hit to a
Mercenary, he rolls one die. On a roll of x or higher,
the Mercenary is not destroyed by the hit. If the roll
is less than x, the Mercenary is destroyed. A player
may only assign one hit to a Mercenary per combat
round unless the player does not have any plastic units
participating in the battle. All other friendly ships must
be assigned a hit before the player can assign more
hits to a Mercenary. In the case of a unit with sustain
damage, that unit must be assigned two hits before
a Mercenary can be assigned more hits. If a player
has multiple Mercenaries participating in the same
battle, he must evenly assign excess hits between all
Mercenaries. After he has assigned hits to all other
friendly ships in the battle, all remaining hits must
be assigned to Mercenaries. Players may roll Evasion
checks for multiple hits on Mercenaries during a battle.
If a Mercenary is destroyed, that Mercenary’s token and
card are removed from the game.
Example: The Barony of Letnev player is participating in
a Space Battle. He has the Mercenary Nolad fighting on
his side along with two Cruisers. Nolad has Evasion (7).
The player’s forces suffer four hits during the battle and
the player assigns one hit to Nolad. Before he can assign
any more hits to the Mercenary, he must assign hits to all
his other ships in the battle. The player assigns one hit to
to all other friendly ships in the battle all remaining hits must be assigned to Mercenaries Players may roll Evasion checks for multiple hits on Mercenaries during a battle If a Mercenary is destroyed that Mercenary s token and card are removed from the game Example The Barony of Letnev player is participating in a Space Battle He has the Mercenary Nolad fighting on his side along with two Cruisers Nolad has Evasion 7 The player s forces suffer four hits during the battle and the player assigns one hit to Nolad Before he can assign any more hits to the Mercenary he must assign hits to all his other ships in the battle The player assigns one hit to
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each Cruiser and then another hit to Nolad. He rolls a die
for Evasion and rolls a 9 on the first check. Since Nolad has
Evasion (7), the first hit is considered a miss. The player roll
for the second hit and rolls a 3. Nolad fails his Evasion check
on the second roll and is destroyed.
12.25 SotT Option 7: Political Intrigue
Players who want a more robust political system may
wish to use this option. When playing with the Political
Intrigue option, use the new Political II Strategy Card
(or Assembly II if you are playing with the Variant
Strategy Cards from Shattered Empire). During setup,
each player receives his race’s three Representative
Cards, and the five Promissory Note Cards matching his
colour. Players use these cards to represent their race in
the Galactic Council and to create binding contracts. In
addition, when using the Political II Strategy Card, draw
the top two Political Cards during setup and place them
face up in the play area.
12.25.1 Council Steps
When a player executes the primary ability of the
Political II Strategy Card, he chooses one available
Political Card to resolve and all players follow the steps
below:
1. Choose Representatives – Each player decides
which Representative he wants to send to the
Galactic Council and places that Representative
Card facedown in front of him.
2. Resolve Spies – Starting with the Speaker, and
continuing clockwise, each player who chose a
Representative with the Spy trait must reveal it
(turn it face up if it is facedown) and then resolve
its special ability. This ability usually requires
the player to choose (target) another player’s
Representative. The targeted Representative is
revealed immediately and the targeting Spy’s special
ability is triggered. After all Spies are Revealed, all
unrevealed Representatives are turned face up (but
their abilities are not resolved at this time).
3. Resolve Bargaining and Promissory Notes –
During this step, players may offer Trade Goods
or Promissory Notes to convince each other to
vote in their favour. While Trade Goods and verbal
agreements are not binding, Promissory Notes are
binding (see Promissory Notes).
4. Resolve Voting and Outcome – Players now vote
upon the agenda. Voting is done the same way as
described in the “Voting in the Galactic Council”
section, with the following additions:
◦◦Players add their Representative’s bonus votes (listed
in the upper left hand corner of the card) to their total
combined influence value of all their unexhausted
planets.
◦◦Any bonus votes granted by a Representative’s
special ability are also added to this total.
◦◦If a player’s Representative was assassinated (or
killed, see below), he may not participate in the
voting. A player who did not have a Representative to
send to the Galactic Council also may not vote
5. Draw New Political Card – The player executing the
primary ability of the Political II Strategy Card draws
a new Political Card to replace the one chosen
during this Council.
When a player executes the primary ability of the
Assembly II Strategy Card, he draws 2 Political Cards
and follows the steps below:
1. Choose a player – The player executing the primary
ability of the Assembly II Strategy Card may choose
any player to resolve 1 Political Card from his hand.
The chosen player must select one of his Political
Cards to be resolved for this Council.
2. Give the Speaker Token to another player – The
player executing the primary ability of the Assembly
II Strategy Card may give the Speaker Token to any
player other than the player chosen to resolve his
Political Card.
3. Choose Representatives – See above.
4. Resolve Spies – See above.
5. Resolve Bargaining – See above.
6. Resolve Voting and Outcome – See above.
12.25.2 Using Representatives
All Representatives have a number of bonus votes they
contribute to the player (listed in the upper left hand
corner of the card). Bonus votes are added to a player’s
total votes for the current agenda. Representatives
also have one or more traits associated with them as
follows:
• Spies: Spies are revealed before other
Representatives, and resolve their abilities
during the Resolve Spies step. Spies target other
Representatives with assassinations and other
game effects.
• Bodyguards: Bodyguards cannot be assassinated
(see below) and sometimes have certain effects
when targeted by a Spy.
• Councillors: Councillors are Representatives sent to
vote in the Galactic Council. Councillors generally
have more bonus votes than Spies or Bodyguards,
but are more susceptible to certain cards and
abilities.
All Representatives have unique special abilities. Some
of these abilities can affect other Representatives. One
common ability is assassinate.
Assassinate is an ability many Spies have and that
Bodyguards are immune to. When a Representative is
assassinated, he is killed and his card is removed from
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the game. In addition to assassination, Representatives
can be killed by other game effects. If a Spy assassinates
another Representative, or if any other game effect kills
a Representative, that Representative is removed from
the game.
12.25.3 Promissory Notes
During Political Intrigue, players have a chance to offer
other players a Promissory Note. Each player may only
offer one Promissory Note per Political Card. If a player
accepts a Promissory Note, he is bound to vote as was
agreed upon with the player offering the Promissory
Note. A player does not reveal the Promissory Note
to other players (although he may talk about what he
received). Each Promissory Note has a binding favour
for the player that offered the Note to fulfil. The favour
must be fulfilled by the offering player at any time the
receiving player decides to play the Promissory Note.
Starting with the Speaker, each player follows these
steps to offer a Promissory Note:
1. The player may offer 1 Promissory Note facedown
to another player and ask him to vote a specific way
for this Political Card.
2. The receiving player looks at the Promissory Note
and either agrees to vote the specific way and keeps
the Promissory Note or refuses and returns the
Promissory Note to the offering player. Players may
also make additional agreements (including giving
Trade Goods) along with the giving of Promissory
Notes (but verbal agreements are not binding).
Example: The L1z1x Mindnet player wants the Emirates
of Hacan player to vote “For” on the current Political
Card. The L1z1x player decides to offer the Hacan player
the “Monetary Concession” Promissory Note if the Hacan
player votes “For” on the current agenda. The Hacan player
accepts the Promissory Note and votes “For.” During the
next turn, the Hacan player plays his “Monetary Concession”
Promissory Note on the L1z1x player and forces him to give
the Hacan player all of his Trade Goods.
12.26 Online Option 1: Homeworlds
As the game moves forward, and as the endgame
begins, some groups (the more aggressive groups in
particular) may want to include this variant, which
allows military intervention to stop a powerful claim for
the imperial throne.
Control of your Homesystem In order to acquire any
victory points, regardless of the source, a player must
be in control of every planet in his Home System. Thus,
even if a player would be able to gather enough victory
points to win the game, such will not be possible unless
he controls all the planets in his Home System. Such
lost points are not accumulated (or left in escrow) and
granted to the player should be reclaim control of his
Home System. Once the player regains control of his
planets, he must once more re acquire the position
(such as holding the Imperium Strategy Card) that
would give him victory points.
12.27 Online Option 2: The Star in the Crown
This option specifically relates to groups who may feel
that the Imperium Strategy Card is a little too dominant
a meta mechanic for their playgroup. This option still
drives the game forward, but changes the dynamic of
the selection process slightly. When playing this variant,
players should also play with the Age of Empire variant
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49
found in the TI3 rule set.
Less points for executing the ISC
When executing the primary ability of the ISC, the
active player receives 1 victory point (instead of 2).
12.28 Online Option 3: The Ancient Throne
Do not play this option with the “Star in the Crown”
variant. The Ancient Throne variant is for groups whose
style does not appreciate the instant granting of victory
points as currently provided by the ISC, and that may
wish for a more objective based approach. When
playing this variant, players should also play with the
AGE OF EMPIRE variant found in the TI3 rules set.
New ISC ability
Instead of its original text, now play the ISC as follows:
Primary Ability: Imperial Claim Choose either a) or b).
a) If you control Mecatol Rex, immediately gain 1 victory
point. Also, regardless of your control of Mecatol Rex,
during the upcoming Status Phase, you may qualify
for any number of Public Objective Cards (but must
still meet the individually stated requirements of each
card).
b) You may choose to execute the secondary ability of
the Imperial Strategy Card (at no cost). No other player
may execute this secondary ability this game round.
(Secondary Ability remains unchanged).
12.29 Online Option 4: Preset Maps
While the standard setup rules for TI3 include strategic
decision making, many players have requested maps
that can be setup ahead of time. While it is impossible
to create entirely balanced maps, here we offer setups
that put the players on fairly even footing at the start
of the game. The preset maps included here use
components included in the SE expansion.
12.29.1 Set Up the Map
Start by making 6 piles of tiles as follows:
• Select Systems: Mecatol Rex, all Wormhole systems,
Hope’s End, all Trade Stations (white title box), and
any specified systems for the setup (numbered on
the map)
• Special Systems (red bordered)
• Empty Space tiles
• Home Systems
• Single planet Systems (excluding Wormhole
systems)
• Multi planet Systems
Note: Some maps will instruct you to remove the resource
heavy, double planet systems of Abyz/Fria, Bereg/Lirta IV,
Lisis/Elnor, and New Albion/Starpoint into a separate pile.
If so, you will have 7 rather than 6 piles of tiles.
Then select one of the preset map diagrams and use the
following procedure to create the game board:
1. Place Mecatol Rex at the centre of the table. Shuffle
each pile and then place it face up on the table.
2. Starting with the hex area directly above Mecatol
Rex, draw the top system from the pile indicated
by the map diagram and place it directly above
Mecatol Rex.
3. Proceed clockwise around Mecatol Rex, placing
systems of the type indicated by the preset map
diagram. If the diagram indicates that a Home
System should be placed, leave the hex area blank
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50
for now. Continue this procedure until all systems
indicated by the map diagram except Home Systems
have been placed.
If a particular system (e.g., Hope’s End) is specified
by the map diagram, simply pull it out of the Select
Systems pile and place it appropriately. Many of the
preset maps require wormholes in specific systems.
If the specified wormhole tile does not exist, place a
wormhole token in the appropriate system. If you run
out of additional wormhole tokens, use face up Distant
Suns tokens as replacements.
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12.29.2 Assign Races and Starting Areas
Once all players have arrived, assign races as instructed
in step 1 of the normal game setup. Then randomly
assign each player’s starting position as follows: Place
one Control Marker from each player in a bag or
bowl. Starting with the top, rightmost Home System
area indicated by the map diagram and proceeding
clockwise, randomly draw a Control Marker and place it
in the empty area. Once all players have been assigned
a starting position, they place their Home System in
the appropriate spot and proceed with game setup
normally (obviously skipping step 9 of setup, in which
players create the game board).
12.29.3 Preset Artefacts
If you are using the Artefacts option included with the
SE expansion, you may wish the location of the artefacts
to be known at the start of the game to ensure fairly
even placement. If you decide to do this, you should
first remove the four “dummy” artefact tokens and
return them to the box. After setting the galaxy up,
place one artefact marker face up in each of the systems
specified by the diagrams. Note that artefacts are
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always placed on a planet in the specified system. If the
system contains two planets, the artefact is placed on
the planet with the fewest resources (If the resource
value is tied, place the artefact token on the planet with
the lower influence value. If this is also a tie, break the
tie randomly.) If you are not playing with the Artefacts
option included in the SE expansion, ignore the artefact
symbols.
12.30 Online Option 5: Special 5 Player Map
Due to the nature of the hexagonal board, it is difficult
to make all positions equal in a 5 player game. This map
makes use of several wormholes to give 5 players fairly
equal starting positions.
As with the 7 and 8 player maps, remove the resource
heavy, double planet systems of Abyz/Fria, Bereg/Lirta
IV, Lisis/Elnor, and New Albion/Starpoint into a separate
pile, so that you have 7 piles of tiles rather than 6 when
setting up the map.
Also, place the 6 systems listed below the map into the
“Select Systems” pile. For the impassable spaces, either
leave the spaces empty or use the back side of tiles.
The yellow arrows in the diagram indicate adjacency
by wormhole.
12.30.1 Special Rules
Use the following special rules with this setup:
• Wormholes may not be closed or made unusable.
If any card referring to wormholes is drawn, it is
immediately discarded and a new card is drawn in
its place.
• The Wormhole Nexus is not compatible with this
setup.
• For this preset map only, PDSs may fire through
wormholes.
• Any wormhole Distant Suns tokens that are not used
when setting up the galaxy should be discarded
from play and not used if playing with the Distant
Suns option.
12.31 Online Option 6: Multi Galaxy Maps
These two special preset maps can be used with the 6 or
8 player games. These maps are broken into two large,
identical galaxies, with a smaller galaxy containing
Mecatol Rex in between them. These maps may be set
up on multiple tables if so desired. For both these maps,
place Lodor, Quann, and two Asteroid Fields into the
“Select Systems” pile. The multi galaxy game functions
exactly the same as a standard 6 or 8 player game and,
although the galaxies are separate, it is played as one
large game. We recommended that players use the
Wormhole Nexus option when playing with these
maps, since it will provide an additional bridge between
galaxies.
13. Strategy Card Summary
13.1 First Strategy (Initiative / Leadership)
13.1.1 Base Game: The Initiative Strategy
The Initiative Strategy Card, unlike the other Strategy
Cards, does not give its owner the option of taking a
Strategic Action. It does, however, give its owner the
Speaker Token (which grants the first pick of Strategy
Cards during the next Strategy Phase) and allows
its owner to execute the Secondary Ability of other
Strategy Cards without spending a Command Counter.
A player may not select the Initiative Strategy Card two
rounds in a row.
13.1.2 Shattered Empire: The Leadership Strategy
The primary ability of the Leadership Strategy provides
two important strategic advantages. First, it allows
the player to go first during the round, which can be
crucial. Second, the Leadership Strategy Card provides
the active player with 3 Command Counters, which are
always vitally important. This Strategy Card also allows
the active player to use the card’s secondary ability
(which is normally prohibited). This can potentially
allow a player to receive 6 Command Counters (3 for
free and he may purchase up to 3 more).
The secondary ability of the Leadership Strategy is the
most common way for other players to accumulate
more Command Counters. It is cheaper than the
Logistics Strategy, but players are limited in how many
counters they can purchase.
Important Special Rule for Leadership Strategy: Unlike
most other Strategy Cards, players do not need to spend
a Command Counter from their Strategy Allocation pool in
order to execute this secondary Ability.
13.2 Second Strategy (Diplomacy I/II)
13.2.1 Base Game: The Diplomacy Strategy
Choosing and executing the primary ability of
the Diplomatic Strategy can provide a key respite
for a player about to be overrun by an aggressive
neighbour. A Diplomatic Strategy can also be used by an
unscrupulous player who first conquers territory from
another player, and then (as a later action) selects that
player as the target of the primary ability. By prohibiting
the activation of each other’s systems, players are
effectively barred from attacking each other for the rest
of the round. Players may, of course, seek alternative
ways to harm the other player, such as invading systems
that do not contain units, playing Action Cards, etc. The
secondary ability of the Diplomacy Strategy Card allows
players to refresh two Planet Cards already exhausted
earlier in the phase. This means that a player could
possibly use the resources or influence of a Planet Card
twice, or even use the resources of a planet just invaded
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this phase (as all Planet Cards are exhausted when first
claimed by a player).
13.2.2 Shattered Empire: The Diplomacy II Strategy
Option “a” of the primary ability allows the active
player to choose one system and place one Command
Counter from each other player’s reinforcements in
the system. This will make it impossible for players to
activate the system during their turns. If any player
does not have any Command Counters left in his
reinforcements, that player must choose a Command
Counter from any area of his race card and place it
in the system. Option “b” allows the active player to
immediately use the secondary ability without paying
any influence or Command Counters. Regardless of
which option the active player chooses, the other
players may then use the secondary ability of this
card. This ability allows players to spend a Command
Counter and 3 influence in order to claim one empty
planet (one without any Ground Forces, Leaders, PDSs,
or Space Docks on it) adjacent to a system they control,
even if another player controls the target planet. Once
a player executes this ability, he or she immediately
places a Control Marker on the planet and claims the
corresponding planet card (which the player receives in
its exhausted state).
Important: A player may not annex a planet that another
player annexed this turn, and no player may annex Mecatol
Rex.
The Xxcha and Diplomacy II
When the Xxcha player uses his special ability to
execute the primary ability of the Diplomacy II card,
he must spend a Command Counter from his Strategy
Allocation area. (If he chooses option “b” of the primary
ability, the only net benefit is that he does not need to
pay influence.)
13.3 Third Strategy (Political I/II, Assembly I/II)
13.3.1 Base Game: The Political Strategy
The primary ability of the Political Strategy Card
provides its owner with a generous allocation of Action
Cards, an additional Command Counter, and the ability
to manipulate the Political Deck by deciding which of
the top three Political Cards will be drawn by the next
player to execute the primary ability of the Political
Strategy Card. See the Political Card section for how
to resolve the Political Card drawn by the active player.
The secondary ability of the Political Strategy simply
allows players to draw an extra Action Card.
13.3.2 Shattered Empire: The Assembly Strategy
The primary ability of this card provides 1 Political
Card and 2 Action Cards. More importantly, it allows a
player to either control what agendas will be voted on
or gain the valuable Speaker token. The active player
must decide either to a) immediately become Speaker,
then choose another player to play a Political Card
from his or her hand or b) choose any player besides
himself to become Speaker and then play a Political
Card from his own hand. See the following section for
more information.
Important: When a player uses option “b,” he may
not choose himself or the current Speaker to gain the
Speaker token. Option “a” may not be chosen if the
player is already the Speaker.
The secondary ability of the Assembly Strategy Card
allows each other player to spend a Command Counter
in order to refresh any number of planet cards (even
including a Home System), so long as the combined
total of all these planets’ influence and resource
values is 6 or less.
Example: The Yssaril player is executing the Assembly
Strategy secondary ability. He decides to refresh the planet
cards for Arretze (2 resources, 0 influence), Dal Bootha (0
resources, 2 influence, and Gral (1 resource, 1 influence).
The Xxcha and the Assembly: The Xxcha player can use
his special ability (spending a Command Counter from his
Strategy Allocation area) to cancel a Political Card after it
is read aloud by the chosen player. The chosen player then
draws the top card of the Political Deck, reads it aloud, and
resolves it.
Political Cards and the Assembly Strategy Card
When using the new Assembly Strategy Card, Political
Cards function in a slightly different manner than in the
original game. Playing Political Cards Each player starts
the game with a hand of 2 Political Cards. These are
only played when the Assembly Strategy Card specifies
they be played. The Political Cards work in the following
manner.
Depending upon which option of the Assembly card is
chosen, one player will have to play the Political Card of
his choice from his hand. If the player does not have any
Political Cards in his hand, he draws the top card of the
Political Deck and plays it.
The player that has played the Political Card reads it out
loud and the agenda is resolved as normal.
13.3.3 Shards of the Throne: Political II Strategy
The Political II Strategy Card is only used when playing
with SotT Option 7: Political Intrigue. When playing
with this Strategy Card, reveal the top two Political
Cards during setup and place them face up in the play
area. These will be the Political Cards available to
players during the Council. The primary ability allows
the player to choose which Political Card to resolve.
Players follow the Council steps as per the related
section. After the Council, the player draws a new
Political Card and places it face up next to the one
that wasn’t chosen during this Council. The secondary
ability of this Strategy Card gives players a chance to
3 Shards of the Throne Political II Strategy The Political II Strategy Card is only used when playing with SotT Option 7 Political Intrigue When playing with this Strategy Card reveal the top two Political Cards during setup and place them face up in the play area These will be the Political Cards available to players during the Council The primary ability allows the player to choose which Political Card to resolve Players follow the Council steps as per the related section After the Council the player draws a new Political Card and places it face up next to the one that wasn t chosen during this Council The secondary ability of this Strategy Card gives players a chance to
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draw Action Cards. Players may spend 1 Command
Counter and 2 Influence to draw two Action Cards.
Each player’s hand of Political Cards is limited to 5. If a
player ever has more than 5 Political Cards in his hand,
he must immediately discard down to 5.
Spending Political Cards as Trade Goods
A player may, at any time, discard a Political Card from
his or her hand instead of spending a Trade Good.
13.3.4 Shards of the Throne: Assembly II Strategy
The Assembly II Strategy Card is used when playing
both SotT Option 7: Political Intrigue and using the
alternate Strategy Cards found in the Shattered Empire
expansion.
The player executing the primary ability of this Strategy
Card draws two Political Cards and chooses a player,
including himself, to resolve one Political Card from
his hand. Players then follow the Council steps found in
the related section. The Speaker Token is then given to
any player that wasn’t chosen to resolve a Political Card
from his hand. The secondary ability of this Strategy
Card allows players to spend 1 Command Counter to
draw one Action Card and refresh one planet outside
of his Home System.
13.4 Fourth Strategy (Logistic / Production)
13.4.1 Base Game: The Logistic Strategy
As Command Counters are a vital component for
a player to manage his race, the Logistics Strategy
Card is an important and integral part of the game.
Its primary ability is powerful as it allows the active
player to simply receive 4 Command Counters from his
reinforcement pile and add them to his Race Sheet. The
secondary ability of the Logistics Strategy Card is the
primary vehicle for other players to acquire additional
Command Counters. While executing the secondary
ability, a player must spend influence by exhausting his
Planet Cards. A player may take one Command Counter
for every three influence he spends.
Important Special Rule for the Logistic Strategy: unlike
most other Strategy Cards, players do not need to spend
a Command Counter from their command pool in order to
execute this Secondary Ability.
13.4.2 Shattered Empire: The Production Strategy
The primary ability of the Production Strategy Card
allows the active player to produce units at one or
more of his or her Space Docks without activating the
system. In addition, the player receives two additional
resources with which to build. The active player may
even produce units at a Space Dock in an activated
system. This is extremely useful in both offensive and
defensive situations. A player could, for example, build
ships and move with them in the same round. The
secondary ability allows the other players to build units
at one of their (activated or unactivated) Space Docks,
but with a limited production capacity of 3 units.
Important: Whether executing the primary or secondary
ability of the Production Strategy, a player may not exceed
the production capacity of the planet where he produces
units.
13.5 Fifth Strategy (Trade I/II/III)
13.5.1 Base Game: The Trade Strategy
The Trade Strategy is the main vehicle for initiating
trade agreements between players. By choosing the
“a“ option of the Primary Ability, the active player
will instantly profit by receiving three free Trade
Goods; he also receives Trade Goods for his own
trade agreements, and then allows all players (himself
included) to open new trade agreements with each
other. After two players have agreed to open a new
trade agreement, the active player must approve the
agreement, or it cannot be made. If he is so inclined,
this allows the active player to potentially collect some
handsome bribes. Note that the active player has
no power (unless executing option “b”) over already
existing trade agreements. Instead of collecting wealth
and facilitating new trade agreements, the active player
may choose option “b”. If he does so, all existing trade
agreements are immediately broken, and all Trade
Cards are returned to their owners (including trade
agreements held by the Hacan). The Secondary Ability
simply allows players to collect Trade Goods for their
active trade agreements as described in the related
section.
Note: Players cannot collect Trade Goods for a trade
agreement just formed during the same Action.
13.5.2 Shattered Empire: The Trade II Strategy
The new Trade Strategy Card differs from the original
in a number of ways. First, the active player has the
choice of either immediately gaining 3 Trade Goods or
cancelling up to two trade agreements. If he decides to
cancel trade agreements, each contract that is chosen is
returned to its owner in exchange for the other player’s
trade contract.
Note that Hacan trade agreements may not be broken by
using this ability.
Example: The active player decides to break two trade
agreements and chooses both of the L1Z1X’s trade
agreements. The L1Z1X player returns both trade
contracts he has to their original owners, and receives his
trade contracts back. If one of the L1Z1X player’s trade
agreements had been with the Hacan, it could not have
been broken.
Second, every player gains Trade Goods from his active
trade agreements, without spending a Command
Counter. However, while the active player receives all
the Trade Goods from his trade agreements, the other
players must subtract 1 from the total number of Trade
for the other player s trade contract Note that Hacan trade agreements may not be broken by using this ability Example The active player decides to break two trade agreements and chooses both of the L1Z1X s trade agreements The L1Z1X player returns both trade contracts he has to their original owners and receives his trade contracts back If one of the L1Z1X player s trade agreements had been with the Hacan it could not have been broken Second every player gains Trade Goods from his active trade agreements without spending a Command Counter However while the active player receives all the Trade Goods from his trade agreements the other players must subtract 1 from the total number of Trade
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Goods indicated on both their trade agreements.
Example: A player has trade agreements worth 3 Trade
Goods and 2 Trade Goods. When using Trade II and not the
active player, the player would receive only 4 Trade Goods.
Finally, new trade agreements may be opened. This
functions in exactly the same fashion as the original
Trade Strategy Card; the active player must approve
each new trade agreement, or it cannot be made. The
Trade II Strategy Card has no secondary ability.
13.5.3 Shards of the Throne: The Trade III Strategy
This Strategy Card is only used when playing with SotT
Option 6: Mercenaries. The primary ability of this
card allows players to open new trade negotiations
and collect on all trade agreements, even if they were
just formed. The player who activates the primary
ability must approve all new trade agreements. After
trade negotiations, any player who has a Mercenary
in play must pay 1 Trade Good for that Mercenary to
keep him in play. Any player who does not pay for his
Mercenary must remove that Mercenary’s token from
the board and place his Mercenary Card at the bottom
of the Mercenary deck. Once all Mercenaries have been
paid for (or returned to the deck), the player executing
the primary ability of this card may draw the top two
cards from the Mercenary deck. He chooses one of the
Mercenaries to recruit and places the other card at the
bottom of the deck. The secondary ability of this card
allows players to spend 1 Command Counter to break
a trade agreement between two players. If the player
breaks a trade agreement, the player gains 1 Trade
Good.
The Emirates of Hacan are immune to this ability.
13.6 Sixth Strategy (Warfare I / II)
13.6.1 Base Game: The Warfare Strategy
The Warfare Strategy Card’s primary ability is both
extremely flexible and powerful as it gives the active
player a plurality of tactical options, such as activating
a system twice, or moving a fleet twice, etc. The
secondary ability can be very useful under the right
circumstances. It allows a player to move up to two
Cruiser/Destroyer units (from the same or different
systems) to adjacent empty systems (see the definition
of an empty system). These units may move even if their
current system is activated (which normally prohibits
any movement). Although the destination systems
become activated, the Command Counters used for
these activations come from your reinforcements
and not from your Race Sheet. The ships are allowed
to move into an already activated empty system(s),
in which case no Command Counter is placed in the
system. Note that a player executing the Secondary
Ability is allowed to move the two Destroyer/Cruiser
units into two different systems, or into the same
system. The ships must move into an adjacent system
(and no farther) regardless of the movement rate of
the units. Since movement is prohibited through a
system containing one or more enemy ships (except
for Fighters), a lone patrolling Destroyer or Cruiser can
effectively act as barrier against a deep strike by a fast
enemy fleet.
13.6.2 Shattered Empire: The Warfare II Strategy
The primary ability of the new Warfare
Strategy Card allows the active player to place
one of his or her systems on High Alert which
is indicated with the High Alert token. All the player’s
ships that are in the system on High Alert receive +1
movement and +1 to rolls during Space Combat. This
bonus does not apply to pre combat abilities and does
not affect Ground Forces during Invasion Combat. The
active player may optionally move the High Alert token
with any ships that move out of the system, or he may
leave the token where it is. The token is removed at
the start of the Status Phase. The Warfare II secondary
ability allows the other players to move any two of their
ships in unactivated systems into an adjacent system
or systems that they control. This does not activate
the destination system(s), meaning that as long as the
destination system(s) were not already activated, the
moved ships will be able to move later on that round
(also, because the destination system is not activated,
this movement does not trigger PDS Cannon fire).
Important: Ground Forces may only be picked up or landed
during a Tactical or Transfer Action. When using the
secondary ability, players may not pick up or land Ground
Forces.
13.7 Seventh Strategy (Technology I/II)
13.7.1 Base Game: The Technology Strategy
The Technology Strategy is the primary avenue for
players to gain access to the exciting and helpful
Technology Cards found in each player’s Technology
Deck. The primary ability of the Technology Strategy
gives the active player a free technology advance of
his choice. The active player simply takes a Technology
Card from his Technology Deck and places the card face
up in his play area. He can now enjoy the benefits of this
Technology advance.
Important: a Technology Card can only be acquired if its
player has already acquired its prerequisite technologies
(as stated on each Technology Card).
The secondary ability allows a player to purchase a
Technology advance from his Technology Deck. A player
must spend 8 resources to take a Technology Card from
his Technology Deck and place it face up in his play area
(subject to owning the prerequisite technologies, if
any).
The primary ability of the Technology Strategy gives the active player a free technology advance of his choice The active player simply takes a Technology Card from his Technology Deck and places the card face up in his play area He can now enjoy the benefits of this Technology advance Important a Technology Card can only be acquired if its player has already acquired its prerequisite technologies as stated on each Technology Card The secondary ability allows a player to purchase a Technology advance from his Technology Deck A player must spend 8 resources to take a Technology Card from his Technology Deck and place it face up in his play area subject to owning the prerequisite technologies if any
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13.7.2 Shattered Empire The Technology II Strategy
The Technology II Strategy allows players to receive
technology more quickly and inexpensively than the
original Technology Strategy. The primary ability not
only provides a free technology but also gives the active
player the option of purchasing a second technology at
the cost of 8 resources.
Important: Remember that a player may only acquire
a Technology Card if he has the necessary prerequisite
technologies. If a player uses the primary ability to
purchase two technologies, the first one may be a used as a
prerequisite for the second one.
The secondary ability of the Technology II Strategy
allows the other players to purchase a Technology
advance at the cost of 6 resources (as opposed to the
8 resource cost of the original Technology Card).
The Jol Nar and the Technology II Strategy Card
The Jol Nar player may use his special ability when
executing the secondary Technology II ability in order
to receive one free technology. He may then purchase
a second technology at the cost of 6 resources, and a
third technology at the cost of 8 resources.
13.8 Eighth Strategy (Imperial I/II, Bureaucracy)
13.8.1 Base Game: The Imperial Strategy
The primary ability of the Imperial Strategy Card
reveals a Public Objective Card to the common play
area, and then provides 2 victory points for the active
player. Should the active player draw the Game Over
Public Objective Card, the game ends immediately
even before the active player receives his two victory
points. The secondary ability allows a player to produce
units in system he has already activated or build units
in a unactivated system without activating it. This is
a powerful ability, as a player could potentially build
units in system twice, or builds units in an unactivated
system, allowing those new units to move during a later
Tactical/Transfer Action of the same game round.
13.8.2 Base Game replacement: The Imperial II
Strategy
Note: to play with the Imperial II Strategy Card you must
also use the “Age of Empire” variant.
This card is an optional replacement for the original
Imperial Strategy card, and cannot be swapped out with
the Bureaucracy Strategy Card. The primary ability of
the Imperial II Strategy Card offers the active player a
choice. Option “a” gives the active player the ability to
fulfil multiple objectives during the next Status Phase
and provides 1 Victory Point if the active player controls
Mecatol Rex. Both of these abilities allow a skilled
player to gain crucial extra points. The primary ability’s
option “b” allows the active player to immediately
execute the secondary ability without having to pay
any Command Counters. If this option is chosen, no
other players may execute the secondary ability this
round. The secondary ability of the Imperial II Strategy
Card is the same as the original Imperial Strategy card’s
secondary ability: Each players may spend 1 Command
Counter to produce units in a system he has already
activated, or produce units in an unactivated system
without activating it.
13.8.3 Shattered Empire: The Bureaucracy Strategy
Important: If the Bureaucracy Strategy has any Bonus
Counters on it when it is chosen, a number of Objective
Cards are immediately revealed equal to the number of
counters on the Bureaucracy Strategy Card.
The primary ability of the Bureaucracy Strategy gives
the active player a Command Counter, some control
over which Objective will be revealed, and then the
ability to fulfil one Public Objective outside of the
Status Phase. In order to fulfil an Objective, the active
player must meet the Objective’s requirements. He
then places his Control Marker on the Objective and
gains the Victory Point. If this gives the active player
enough Victory Points to win the game, the game ends
immediately. (He may fulfil any face up objective and is
not restricted to the newly revealed objective.) A player
who uses the Bureaucracy Strategy to fulfil a Public
Objective may still fulfil another Public Objective in the
Status Phase. A player may not use the Bureaucracy
Strategy to fulfil a Secret Objective. While this Strategy
Card does not provide “free” Victory Points, it does
give the active player a chance at qualifying for an
extra Objective. Because the additional VPs from the
Imperial Strategy Card are not being awarded, it is
recommended that players play to 1 fewer Victory Point
when using the Bureaucracy Strategy Card.
Note: If the “Imperium Rex” Public Objective card is
revealed, the game ends immediately after the Imperium
Rex card is drawn, before the active player fulfils an
Objective.
The secondary ability allows other players to spend
a Command Counter to draw 1 Action card and 1
Political Card.
14. Errata and Clarifications
14.1 Cards
14.1.1 Action Card: “A Beacon of Hope”
This card should read: “Play: Immediately before any
Space Battle involving your Flagship begins.”
14.1.2 Action Card: “Direct Hit”
The card should have the following text added: “Play:
Immediately after the ship has been damaged in a
Space Battle in which you participate.”
to 1 fewer Victory Point when using the Bureaucracy Strategy Card Note If the Imperium Rex Public Objective card is revealed the game ends immediately after the Imperium Rex card is drawn before the active player fulfils an Objective The secondary ability allows other players to spend a Command Counter to draw 1 Action card and 1 Political Card 14 Errata and Clarifications 14 1 Cards 14 1 1 Action Card A Beacon of Hope This card should read Play Immediately before any Space Battle involving your Flagship begins 14 1 2 Action Card Direct Hit The card should have the following text added Play Immediately after the ship has been damaged in a Space Battle in which you participate
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14.1.3 Political Card: “Ancient Artefact”
The use of planetary unit should be replaced with the
words planetary force. A planetary force is defined as
the combined number of Ground Force units on the
planet in question. In this way, the Ground Forces on
an affected planet receive a combined roll of three dice,
whereas the old wording would indicate that every
Ground Force unit would receive three rolls against it.
PDS and Space Docks are not affected by these rolls.
Also, on this card, when players roll a result of 6 -10,
the two Tech cards that are awarded to each player
are taken one after the other, so that the first tech may
be a prerequisite for the second. If playing with the
“Leaders” option, Leaders are destroyed on a result of
1 -5 and are included in the definition of planetary force.
14.1.4 Political Card: “Open the Trade Routes”
The “against” outcome should read: “This round, each
player must give all of the Trade Goods he receives to
the player on his left.”
14.1.5 Political Card: “Sharing of Technology”
The “Sharing of Technology” Political Agenda should not
have the keyword “Law” on it. It is therefore discarded
after it is resolved.
14.1.6 Technology Card: “Advanced Fighters”
The following text should be added to this card: “Any
fighters in excess of a system’s fighter capacity will
count towards your Fleet Supply limit.”
Example 1: If you have the Advanced Fighter technology,
and you have a system with a single Carrier and seven
Fighters, that System requires a Fleet supply of 2 or higher
(the Carrier supports the normal 6 Fighters, but the extra
Fighter counts towards the Supply Limit).
Example 2: If you have the Advanced Fighter technology,
and you have a lone system with 4 Fighter units (i.e., a
system with no Fighter capacity) that system requires a
Fleet Supply of 4 or higher (since every Fighter now counts
as one ship).
14.1.7 Technology Card: “Microtechnology”
This card should read “When you receive Trade Goods
from your trade agreements, you now receive one
additional Trade Good for each of your active trade
agreements.”
14.1.8 Technology Card: “Transfabrication”
The use of Build Units should be replaced with the
words Produce Units. Units scuttled by Transfabrication
may not be reproduced during the same game turn.
Race Specific Technology Card: Bioptic Recyclers
The ability on this card may only be used once per game
round.
14.1.9 Race-Specific Technology Card: Quantum
Datahub Node
The use of Status Phase should be replaced with the
words Strategy Phase.
14.1.10 Race Specific Technology Card: Inheritance
Systems
The use of Trade Strategy Card should be replaced with
the words Technology Strategy Card.
14.1.11 Race Specific Technology Card: Instinct Training
The use of game turn should be replaced with the
words game round.
14.2 Race Sheets
14.2.1 PDS Cost
The accurate cost of acquiring a PDS unit is 2 (as written
in the rules, but incorrectly stated on the player sheets).
14.2.2 The Xxcha Ability
The correct wording of the first Xxcha Kingdom special
ability is: “When executing the Secondary Ability of
the Diplomacy Strategy, you may execute the Primary
Ability instead.”
14.2.3 Arborec Race Sheet
The special ability should read: “Your Ground Forces
have a production capacity of 1. You may not produce
units with Ground Forces that have moved during the
same activation.”
14.3 Rulebook
14.3.1 Combat Rolls
The term “combat roll” is inclusive. It covers any
instance in which you roll a die and compare the result
to a unit’s combat value to determine whether or not
an enemy casualty has been inflicted. This includes PDS
fire and all pre combat abilities that are compared to a
unit’s combat value.
• The Sardakk N’Orr special ability text should read:
“You receive +1 on your combat rolls.”
• The Jol Nar special ability text should read: “You
receive 1 on your combat rolls.…” Effects that add
to or modify results during “Space Combat” should
be interpreted as during “Space Battles.” Effects
that take place during “Space Battles” or “Invasion
Combat” specifically make reference only to
variables within the Space Battle Sequence and the
Invasion Combat Sequence. Thus, if an ability grants
you +1 to your dice during Space battles, this bonus
is only applied during step 2 of the Space Battles
Sequence (“roll combat dice”), and does not affect
any other rolls, including pre combat effects, PDS,
bombardment, etc.
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14.3.2 Elimination
A player who controls no planets and has no units on
the board is eliminated from the game. He cannot play
Action Cards or choose Strategy Cards. After a player
has been eliminated, the other players continue the
game normally, with no changes to the number of
Strategy Cards taken, etc. When a player is eliminated,
all his Action Cards are discarded and all of his race’s
Trade Agreements are removed from the game.
14.3.3 Controlling a System
A player controls a system if he controls every planet
in the system and has at least one (non Fighter) ship in
the system.
14.3.4 Turn vs. Game Round
The race specific technologies “Production Centres,”
“Diplomats,” and “Spatial Conduit Network,” as well as
the Yin Brotherhood’s “reversal” special ability, state
that they may be used once per turn. This should be
once per game round. Objective cards that refer to
criteria that must have been fulfilled “this turn” should
be read as “this game round.”
15. FAQ
15.1 Action Cards
Q: If the deck of Action Cards runs out, do you reshuffle
the discarded Action Cards into a new deck?
A: Yes.
Q: Is an Action Card that has been sabotaged considered
played?
A: No. For example, a “play as an action” Action Card
that is sabotaged does not use up its owner’s action.
Q: When you play an Action Card that instructs you to
make a choice, should opponents play Sabotage cards
before or after you declare your choice?
A: “Sabotage” cards should be played after you reveal
the card you wish to resolve, and any choices on the
card are declared.
Q: Can an Action Card be played between taking two
hits to your fleet or Ground Forces?
A: Yes.
Q: Is landing on a neutral planet considered an invasion
for the purposes of the Rare Mineral Action Card?
A: Yes. Planetary landings on neutral planets are
considered invasions for the purposes of Action and
Political Cards.
Q: Does Focused Research allow you to ignore one
tech prerequisite on the card or on the tech tree? For
example, can you use it to purchase Advanced Fighters
as your very first technology?
A: Focused Research allows you to ignore one
prerequisite on the tech tree. Thus, you could not use
this card to purchase Advanced Fighters as your first
technology.
Q: After using Focused Research to skip a technology,
am I required to go back and attain the technology
skipped before progressing down the tech tree?
A: The only prerequisites for a technology are the
ones written on its Tech card. For instance, if you had
Enviro Compensator and skipped Sarween Tools to get
Microtechnology, you would only be required to get
Sarween Tools if you wanted the War Sun tech (a tech
that specifically requires Sarween Tools).
Q: When playing Experimental Battlestation, does my
Space Dock gain all the appropriate tech upgrades and
other modifiers just like a normal PDS?
A: Yes. The Space Dock is treated in all relevant respects
as if it were one of your PDS units.
Q: If I lose all my Ground Forces in an Invasion Combat,
is it still considered “successful” for the purposes of the
Rare Mineral card?
A: No. As noted in the rules, at least one attacking
Ground Force must survive for an invasion to be
successful.
Q: Can I play Rally of the People if my enemy has
ships in my home system but I still hold one or more of
the planets therein? If I do, do we immediately begin
combat?
A: You cannot play Rally of the People if your Home
System is blockaded.
Q: If I play Thugs on a player who has used the Council
Elder political card, what happens?
A: No votes are cast, and therefore the Speaker decides
the outcome of the agenda.
Q: When playing Corporate Sponsorship, the words
“before purchasing a new technology” seem to imply
that I can use this card to buy a green Technology for
4 fewer resources, and then go ahead with the normal
action and buy/receive a second technology. Can I do
this?
A: No. Corporate Sponsorship grants a discount on a
green technology that you purchase normally after
playing the card. It does not also allow you to purchase
an additional technology.
Q: When playing Minelayers when exactly are the
hits taken (in relation to other pre combat abilities and
cards), and are the hits taken as casualties immediately?
A: The hits are accumulated as soon as the Action Card
is played, i.e., immediately after the movement of the
enemy fleet. The hits are taken as casualties during the
first “remove casualties” step of the following Space
Battle. These hits are not incurred by the moving fleet
if, for some reason, no Space Battle takes place after the
movement (due to the playing of Action Cards, or other
circumstances).
Q: When playing Political Stability in a 3 or 4 player
game, can a player that has either the Imperial or
Initiative Strategy as one of his two Strategy Cards use
taken in relation to other pre combat abilities and cards and are the hits taken as casualties immediately A The hits are accumulated as soon as the Action Card is played i e immediately after the movement of the enemy fleet The hits are taken as casualties during the first remove casualties step of the following Space Battle These hits are not incurred by the moving fleet if for some reason no Space Battle takes place after the movement due to the playing of Action Cards or other circumstances Q When playing Political Stability in a 3 or 4 player game can a player that has either the Imperial or Initiative Strategy as one of his two Strategy Cards use
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this Action Card?
A: Yes, but it may only be used to keep the Strategy Card
held by that player that is neither the Imperial nor the
Initiative Strategy. If a player holds both the Imperial
and the Initiative Strategy, then he may not use Political
Stability.
Q: Do “play as an action” cards replace my action for
that turn?
A: Yes, you receive one action per turn, always. Thus
playing such a card counts as your action for that turn.
Q: If a player holding the Technology Strategy has been
the target of Scientist Assassination, must that player
still take a Strategic Action this round?
A: Yes.
Q: When using the Tech Bubble Action Card in a 3 or
4 player game, if I have both the Initiative Strategy Card
and the Technology Strategy Card, do I have to pay a
Command Counter to execute the secondary ability of
the Technology Strategy?
A: Yes. The cost comes from playing the card, not from
normal use of the secondary ability.
Q: Can a player use an Action Card that states “use as
an action” to simply skip an action without resolving
the effects of the Action Card?
A: No. When played, the text effects of an Action Card
must always be resolved.
Q: Is the Skilled Retreat card considered a retreat as
per the normal retreat rules, and do restrictions on
retreating (such as the Admiral leader’s ability) apply to
the effects of this card?
A: No.
Q: When playing the card Lucky Shot, does the player
of the card decide which exact ship is being destroyed?
A: Yes.
Q: When playing Voluntary Annexation, does the
planet come to its new owner exhausted?
A: Yes.
Q: When playing Strategic Flexibility, do I keep any
bonus tokens from the first Strategy Card I chose?
A: No. Any bonus tokens remain with that Strategy Card
for a future player to harvest.
Q: If a player has Type IV Drive (or plays Flank Speed),
which thereby allows them to move 3 systems, may that
fleet pass through 2 occupied systems in 1 turn using In
the Silence of Space?
A: No. In the Silence of Space only allows a player to
move through a single system containing enemy ships.
Q: Are Fighters considered ships for the purposes of
determining legal destination systems for In the Silence
of Space?
A: Yes. A fleet using In the Silence of Space may not end
its movement in a system containing any enemy ships
(including Fighters).
Q: Can Shields Holding be played as a pre combat
effect?
A: No. Shields Holding specifically says “during one
round of a Space Battle”.
Q: If a planet contains one Ground Force, one Space
Dock, and one PDS, and Local Unrest is played on that
planet, are the Space Dock and PDS destroyed?
A: Yes. The Space Dock and PDS would be destroyed due
to the planet changing ownership (becoming neutral).
Q: Does the Target Their Capital Ship mean that a War
Sun can’t fire, even if it isn’t destroyed?
A: No. Cards that specify that the ship does not return
fire do not prevent ships from attacking normally during
the battle sequence.
Q: Can you use the Multiculturalism Action card on a
player that has previously been targeted by the Cultural
Crisis Action card?
A: No.
Q: Can a player use Moment of Triumph at the end of
the game because he destroyed an enemy’s Flagship or
War Sun in an earlier round?
A: No. This card must be played immediately after
destroying a Flagship or War Sun.
Q: If a player reveals a Spy that assassinates another
Representative and then plays Paralyzing Serum, does
this allow that Spy to assassinate 2 Representatives?
A: Yes.
15.2 Combat
Q: What is the precise order of pre combat activities?
A: The following is a list of possible pre combat effects:
Action Cards that state “Immediately before a space
battle”
1) Anti Fighter Barrage
2) Assault Cannons
3) Mentak ability
4) Minister of War
5) Sabotage Run
When a combat begins, first determine which (if any)
of these pre combat effects and abilities may apply.
Then, the defender chooses the order in which they
are resolved. However, the defender should remember
that, as stated in the rules, Anti Fighter Barrages must
be resolved before Sabotage Runs.
Q: If a Dreadnought is damaged by a pre combat ability,
can it be destroyed by a Direct Hit card?
A: Yes, because pre combat abilities happen during
the Space Battle step of an activation. Ships that are
damaged by PDS fire (or by space mines in Shattered
Empire) may not be targeted by “Direct Hit,” since PDS
fire does not occur in the Space Battle step.
Q: If both attackers and defenders are destroyed
during the same round of Invasion Combat and the
control marker does not change, what happens to Space
Docks and PDS units on the planet?
A: Since control of the planet did not change, Space
Docks and PDS units are unaffected.
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Q: Can I declare a retreat or withdrawal and then
change my mind later?
A: No. If you announce a retreat or withdrawal, that
retreat or withdrawal must be executed during the final
step of the Space Battle sequence.
Q: If a planet loses its last remaining Ground Force unit
due to enemy bombardment, does the planet revert to
Neutral Status?
A: No.
Q: Can I choose to bombard one of my own planets?
A: No.
Q: If the last Ground Force unit is destroyed by
bombardment, are all PDS destroyed as well?
A: No. PDSs may exist on a friendly planet without
Ground Forces.
Q: Can you voluntarily reduce number of rolled dice in
space battle, invasion combat, bombardment, or PDS
fire?
A: No. You must roll all of the dice. Keep in mind that
PDS fire is optional.
15.3 Distant Suns Option
Q: What happens if I use the Voluntary Annexation
Action Card on a planet with a Distant Suns token on it?
A: The token is immediately removed, without taking
effect.
Q: If I land units on a planet with a Radiation marker,
do I gain control of the planet?
A: No.
Q: Can I choose to leave the Biohazard counter on my
planet to dissuade enemy invaders?
A: No.
Q: Are the additional Distant Suns wormholes part of
the objective condition required to resolve the Master
of Gates Secret objective card?
A: No. To complete the “Master of Gates” secret
objective, a player has only to control the systems with
the original 4 wormholes not any that are added via
Distant Suns tokens.
15.4 Fleet Supply
Q: Can you violate your supply limits at the start of
combat, knowing that you will lose units and probably
wind up under your supply limit by the end of the fight?
A: No. If a fleet ever exceeds its supply limit, the player
must immediately remove ships from the fleet until the
supply limit is met.
Q: Can you move ships through a hex if doing so would
(briefly) violate your supply limits? For example, if I
have a supply limit of four, can I not move ships through
a hex with four ships already in it?
A: Yes. Moving through a system with other units does
not count violate your supply limit.
15.5 Leaders
Q: When using an Admiral, does his ability apply to the
Mentak pre combat Cruiser and Destroyer strikes?
A: No. The Admiral’s ability only applies to the normal
Space Battle rolls (step 2 of the Space Battle Sequence),
not any precombat rolls.
Q: Does the Admiral ability also applies to the Naalu
retreat race ability?
A: No. The Naalu retreat ability is special and is not
prevented by an Admiral.
Q: If an attacker has built all of his PDSs or Space
Docks, and then wins an Invasion Combat, may he use
the Agent’s ability to replace an enemy PDS/Space
Dock with one of his own?
A: No. The units are destroyed, but not replaced.
Q: If I receive a Space Dock from the Industrial Society
domain token or with an Agent, can I build at the Space
Dock this round?
A: No. Whenever you place a new Space Dock on the
board, it is treated as if it were built this game round.
Q: If a Diplomat cancels the attack of enemy Ground
Forces on one planet in a system, can those forces
attack the other planet instead?
A: No. The Ground Forces return to their Carrier.
Q: If a Diplomat stops an invasion, can the planet be
invaded later on the same turn?
A: The Diplomat’s ability only cancels a single invasion.
Another player can still invade the planet during the
same round. The same player could even attempt
another invasion if he somehow removes his activation
counter from the system.
Q: If two Generals participate in an Invasion Combat,
can they reroll four dice, or only two dice? Can they
reroll the same die more than once?
A: The player may reroll two dice for each General he
has present. However, he may not reroll the same die
more than once.
Q: When using a General during invasion combat, can
you reroll an opponent’s die?
A: No. You may only reroll your own dice using a
General.
Q: Can the Scientist’s ability stop a Dreadnought’s
bombardment with the Graviton Negator technology?
A: Yes. The ability provided by Graviton Negator should
be treated the same as the War Sun’s bombardment
ability.
Q: If a Diplomat is used to stop an invasion, can a War
Sun still bombard the planet?
A: Yes. This is due to the fact that War Suns may
bombard a planet even if no friendly ground forces have
landed on it.
Q: Do leader abilities stack (for example do two
Admirals provide +2 movement)?
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A: No. For example, if two Admirals are on a ship, it
does not gain +2 movement. The only ability that does
stack is the General’s ability (see question above).
Q: If a Scientist is on a planet that has two technology
specialties, how much of a discount does the Scientist
provide?
A: The Scientist provides 1 additional discount on top of
the 2 already provided by the planet.
15.6 Mercenaries
Q: If a Mercenary is part of a defending force on a
planet and the Ground Forces belonging to units on
both sides are destroyed, leaving only the Mercenary,
does that player’s planet now revert to neutral?
A: Yes. Anytime a mercenary is alone on a planet
without another unit, that planet reverts to neutral.
Q: Are Mercenaries considered units?
A: Yes.
Q: Are Mercenaries affected by the Domain Counters
Biohazard and Radiation?
A: No.
Q: How does a Mercenary’s Evasion ability work
outside of normal Space Battle combat rounds, such as
the PDS fire step, pre combat activities like Mentak’s, or
Bombardment?
A: Any time a Mercenary is assigned a hit, that
Mercenary may roll for Evasion.
Q: May a Mercenary participate in a Space Battle and
an Invasion Combat in the same Tactical Action?
A: Yes.
Q: If you use the Mercenary Daffren’s ability to trade
him for a Strategy Card belonging to another player,
does the player with whom you are trading need to
agree to this exchange?
A: No.
Q: Is the Mercenary Rhelat treated as a PDS while on a
planet in addition to a Ground Force? When using him
as a PDS, does he gain the benefits of technologies, and
can he be targeted by the Equipment Sabotage Action
card?
A: This ability is in addition to being used as a Ground
Force. Rhelat is not affected by Equipment Sabotage.
However, Rhelat does benefit from PDS technologies
and may be used as a PDS even if there are already 2
PDS on the planet.
Q: Are Mercenaries affected by the X 89 Bacterial
Weapon Technology?
A: No.
Q: Do Mercenaries benefit from the abilities provided
by Generals, i.e. do they receive +1 when defending,
and may their combat dice be re rolled?
A: No.
Q: Do Mercenaries receive the combat bonus and
penalty (respectively) of N’orr and Jol Nar?
A: Yes, these abilities affect all of the player’s combat
rolls.
Q: Can the Mercenary 52N6 use his ability to prevent a
player from using a Race Specific Technologies or Stasis
Capsules?
A: No.
Q: When is the Mercenary 52N6’s ability used?
A: This is used during the same pre combat step as
Action cards.
Q: Are Mercenaries in space considered ships for the
purposes of Action Cards such as Flank Speed and for
use with the High Alert Token provided by the Warfare
II Strategy Card?
A: Yes.
Q: If a Mercenary is moving into another system, does
it make a difference if he is in space or on the planet?
A: No.
15.7 Movement
Q: When I activate a system (with a Tactical Action),
can I move units out of that system and then back in,
assuming they have enough movement? For example,
can I move a carrier out one hex, pick up some Ground
Forces, and move back into the system I’ve just
activated?
A: Yes. The rules state that a ship may move out of a
system as long as it does not contain a friendly Command
Counter placed prior to the current activation.
Q: Does a ship have to take the most direct route
possible to its destination system, or can it take a longer
route in order to pick up Fighters/Ground Forces on the
way?
A: As long as a ship has sufficient movement to reach
the activated system, it may take any legal route during
its movement.
Q: Do enemy Space Docks or Ground Forces block
movement like enemy ships do?
A: No. Only spaceships (i.e., non Fighter ships) block
enemy ship movement.
Q: Can a Carrier pick up units from another Carrier
when moving?
A: A Carrier that is transporting Ground Forces or PDSs
must be active in order to unload them (TI rules), so
one Carrier cannot pick them up from another Carrier.
However, a moving Carrier may pick up Fighters from
another Carrier.
Q: While moving Carriers between the two systems with
a Transfer Action, can Fighters be temporarily without
support?
A: All Fighters and Ground Forces must always be
supported during a Transfer Action. This also means
that you may not move Fighters or Ground Forces
during a Transfer Action unless a unit with sufficient
capacity is also moving with them.
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Q: During a Transfer Action, do I still need to heed the
movement allowance of my ships?
A: Yes. You may not move back and forth between the
two systems in a way that would cause any of your ships
to exceed their movement allowance.
Q: If two or more of my Cruisers in a fleet are
transporting Ground Forces, must there be at least
one plastic Ground Force with each Cruiser, or can
I use one plastic Ground Force and have the rest be
supplemental counters?
A: There must be at least one plastic Ground Force
figure present at all times for each fleet that is
transporting Ground Forces (and/or Shock Troops in
Shattered Empire).
15.8 Objectives
Q: If the Ghosts of Creuss is in the game and another
player has Keeper of Gates Secret Objective, does
he need to occupy both portions of the Creuss Home
System in order to claim it?
A: No. The “D” Wormholes need not be controlled to
fulfil the “Keeper of Gates” Secret Objective.
Q: If you have 2 Secret Objective Cards, can you claim
both in the same Status Phase?
A: No. You may only claim 1.
Q: If an Ability affects one of a player’s Secret Objective
Cards, does this ability target cards that have already
been fulfilled and scored, causing the player to lose
those points?
A: No.
Q: May a player upon completing his Preliminary
Objective and drawing a Secret Objective immediately
claim that Secret Objective in the same Status Phase?
A: No.
Q: Can you acquire the objective: “I destroyed x ships
in a Space Battle” by shooting them with a PDS? What
about precombat abilities?
A: No, PDS fire happens before the Combat step. All
precombat abilities happen during the Space Battle
step, and therefore count toward the objective.
Q: Can you acquire the Objective: “I destroyed X
Ground Forces” by bombarding them or using an
Action card such as “Chemical Warfare”?
A: Yes.
15.9 Political Cards
Q: Does the Code of Honour political card prevent the
Naalu from retreating from battle?
A: No. The Naalu retreat ability is special and is not
prevented by Code of Honour.
Q: When Free Trade is active and I am about to collect
trade income, do I receive one additional trade income
per trade agreement, or just one extra Trade Good in
total?
A: You only receive one extra Trade Good in total. If
you don’t receive any trade income, then you receive
nothing from this law.
Q: After the Fleet Regulations law has been passed,
what happens to any Command Counters that players
currently have on their Fleet Supply in excess of the new
limit of 5?
A: They are immediately removed and placed with the
player’s reinforcements.
Q: If the Checks and Balances law is voted against,
do inactive (already resolved) Strategy Cards remain
inactive with their new owner, allowing this owner to
possibly pass without taking a strategic action that
Action Phase? Also, in a 3 4 player game, are both
Strategy Cards passed to the left in this case?
A: Yes to all the above. Note that the order of play will
now shift, but that the Speaker token remains with the
player who received it at the beginning of the phase.
Q: Is landing on a neutral planet considered an
invasion for the purposes of Imperial Peace?
A: Yes. Planetary landings on neutral planets are
considered invasions for the purposes of Action and
Political Cards.
Q: For “elect two planets” cards, does each player elect
two planets, or does each player vote for one planet and
the planets with the highest and second highest number
of votes are chosen?
A: Each player gets one vote for a group of two planets.
The group of two planets that gets the most votes wins.
Q: Corrupt Empire states that a player gains a Victory
Point when he “attacks the elected player.” What
constitutes an attack? Is PDS fire considered an attack?
A: By initiating a Space Battle or Invasion Combat.
Q: What happens when the Necessary Bureaucracy
card is voted “ for”?
A: Players immediately draw the top card of the Political
deck and then vote on that card.
Q: Does the Sanctuary Shield allow players to move
through enemy ships in a special system?
A: No.
15.10 Production
Q: For production limits, do two Fighters count as one
unit, since I buy them in twos?
A: No, each Fighter and Ground Force counts as one
unit for the purposes of production limits.
Q: When taking a Transfer Action, can I build a new
Space Dock in one or both of the activated systems,
and if so, may I also still build units with pre existing
Space Docks in those systems?
A: During a Transfer Action you may produce in only one
of the two activated systems. All production must be
in the same system and you may never produce units
in one system and a Space Dock (or space mines in
Shattered Empires) in the other.
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15.11 Promissory Note Cards
Q: Can one player benefit from multiple Support of the
Throne cards, from different players?
A: Yes.
Q: How are retreats from Territorial Concession
performed?
A: The retreating player chooses an adjacent friendly
or empty system to retreat to. If the system is not
activated, he activates the system. If retreat is not
possible, Territorial Concession may not be played at
that time.
Q: May Territorial Concession be played when attacking
the player’s Home System?
A: Yes.
Q: When a player plays a Promissory Note Card (that
was received from another player), what happens to
the card?
A: The Promissory Note Card is returned to the original
player and may be offered again later in the game.
Q: How does the Voting Concession Promissory Note
Card interact with other Promissory Note Cards? What
happens if two effects both require a player to vote
different ways?
A: The first player to lock another player into a vote
takes precedence over any other cards or abilities. If
multiple players wish to use such an ability at the same
time, ties are broken in initiative order.
Q: If a player does not have a Representative (and
therefore may not vote) may that player still offer
another player a Promissory Note?
A: Yes.
15.12 Representatives
Q: Is there a difference between “assassinate” and
“kill”?
A: Yes. Bodyguards are only immune to the assassinate
ability; they can still be killed in other ways.
Q: Arborec’s Dirzuga Mantasa’s ability is, “Other
Councillors do not receive bonus votes during this
voting.” Does this apply only to the number in the upper
left hand corner?
A: It applies to the number in the upper left hand corner
as well as all votes gained from Representative abilities.
Q: How does the Letnev’s Captain Lassir’s ability work?
A: After using this ability, you may not choose
Representatives for the remainder of the game.
Q: Where does the Command Counter come from when
using the N’orr An’grag’s ability?
A: This token comes from the player’s reinforcements.
Q: Are the Jol Nar player’s starting technologies counted
for the purposes of Ta Zern?
A: No. Only Technology Cards he has acquired during
the course of the game may be counted.
15.13 Space Domain Counters
Q: As with Domain Counters for the Distant Suns game
option, are the Space Domain Counters for use with
The Final Frontier game option also exempted from the
Keeper of Gates Secret Objective?
A: Yes.
15.14 Space Mines
Q: Are space mines considered units (for example, for
purposes of the Diplomacy II Strategy or for Tactical
Retreats)?
A: No. Space mines are not considered units.
Q: During the Production step, can you build a Cruiser
and then immediately use that Cruiser to deploy a
space mine in that system?
A: No. When producing units and mines during the
Production step, all of a player’s units and mines are
produced simultaneously. You determine what you
wish to produce, pay the resources, and build them all
at once. You therefore cannot build a Cruiser and then
deploy a space mine with that Cruiser during the same
Production step.
Q: Can Space Mines be scuttled?
A: No. Space mines are not units, and cannot be
scuttled.
15.15 Special Abilities
15.15.1 General
Q: How many dice may be re rolled with the Jol Nar
special ability? Just one per Command Counter, or one
entire throw of the dice? Can I use this ability repeatedly
on a single roll?
A: The Jol Nar player may re roll one die per Command
Counter spent.
Q: When the Jol Nar player activates both the primary
and secondary abilities of the Technology Strategy,
may he use one of the technologies he receives as
a prerequisite for the other, or does he receive both
technologies simultaneously?
A: One of the technologies he receives may be a
prerequisite for the other.
Q: When the Mentak player uses his ability to allow two
Cruisers or Destroyers to fire before combat, do those
Cruisers or Destroyers also fire during regular combat?
A: Yes.
Q: What is the distinction between using the Yssaril
Tribes ability to skip an Action Phase and passing your
turn?
A: When a player uses the Yssaril ability, he may still
take actions later in the Action Phase, after the turn
he has skipped. When a player passes, he can take no
other actions in the phase (remember, though, that
such a player may still execute the secondary ability of
other players’ Strategy Cards).
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64
Q: Are the Yssaril immune to effects that would cause
them to discard cards?
A: No. They are only immune to effects that would limit
their hand size.
Q: How long does the bonus the Letnev receive from
spending trade goods before combat last? Also, can
they spend more to get a larger bonus (4 for +2, etc.)?
A: The bonus lasts for one combat round. The Letnev
player cannot spend additional Trade Goods to increase
this bonus. However, the player may spend Trade Goods
to receive the bonus at the beginning of each combat
round.
Q: When collecting trade income, do the Hacan draw
an extra Trade Good for each trade agreement, or just
one?
A: The Hacan player collects an extra Trade Good for
each of his trade agreements.
Q: The Hacan special ability states that no player may
break a trade agreement with the Hacan. Does this
include the playing of relevant Action Cards and option
“b” of the Trade Strategy as well?
A: The Hacan’s special ability refers only to the point
during the Status Phase where a trading partner is
normally allowed to break a trade agreement for any
reason with another player. Trade agreements with
the Hacan cannot be broken in this fashion, but can
be broken by any other means, such as the playing of
certain Action Cards, Political Cards, option “b” of the
Trade Strategy, etc.
Q: Could you explain how the Jol Nar and the Xxcha
abilities work as they relate to the primary and
secondary abilities of the Strategy Card?
A: When the Jol Nar player resolves the secondary
ability of the Technology Card, he may also (in addition)
execute the primary ability. This allows the Jol Nar to
both receive a free Tech. (for the primary ability), as
well as purchase a Tech. if desired (for the secondary
ability). The Jol Nar player may choose to receive only
the free tech for the primary ability, and choose not to
pay 8 resources for a second Tech. (but the Jol Nar must
still pay a Command Counter to resolve the secondary
ability, unless they chose the Initiative Strategy). All
other players simply resolve the secondary ability
as usual. The Jol Nar ability does not trigger a second
“round” of secondary ability resolution. When the
Xxcha player executes the secondary ability of the
Diplomacy card, he may choose to execute the primary
ability instead (but the Xxcha must still pay a Command
Counter to do this). All other players simply resolve the
secondary ability as normal. The Xxcha ability does not
trigger a second “round” of secondary ability resolution.
Q: If someone copies the Special Ability of the Naalu
relating to initiative “0”, who goes first in the order of
play?
A: In the case of a tied initiative, the Speaker determines
the order of play between the tying parties at the first
point the tie occurs.
Q: While trading Action Cards, can the Hacan player
temporarily have more than 7 Action Cards in his hand?
A: No. With the exception of the Yssaril special ability,
a player may never have more than 7 action cards in
his hand.
15.15.2 Saar Space Dock
Q: Are Saar Space Docks considered ships?
A: Saar Space Docks are not ships. Card text and
abilities referring to ships do not apply to Saar Space
Docks. Saar Space Docks are immune to space mines,
and Saar Space Docks may not retreat or be placed on
high alert. Saar Docks may move into the Nebula, and
they may use wormholes (since wormholes have the
effect of making two systems adjacent for all movement
purposes, not just the movement of ships).
Q: Is it possible to fulfil the Merciless Secret Objective
(which requires you take over a planet containing the
last of a player’s Space Docks) against the Clan of Saar?
A: No, because Clan of Saar Space Docks are never
placed on planets.
Q: What happens if Cultural Crisis or Multiculturalism
is played on the Clan of Saar?
A: The Saar’s Space Dock abilities are immune to these
two cards.
Q: The Political Card Subsidized Industry states that
the elected player may place a free Space Dock on any
planet he controls. What if the elected player is the
Saar?
A: The Saar player would gain a new Space Dock and
place it in the system.
Q: Can the Saar player fulfil the Usurper objective,
which requires a player to control Mecatol Rex and have
a Space Dock and 6 Ground Forces there?
A: Yes, as long as the Saar player has a Space Dock in the
system and 6 Ground Forces on the planet.
Q: What are the restrictions for building a Saar Space
Dock?
A: The player must control 1 planet in the system per
space dock he wishes to build. Trade stations do not
count towards this restriction.
Q: Can Saar spacedocks move through Nebula or Ion
Storm systems? Can they retreat?
A: Although they may enter these systems, they may
not normally move through them. However, Saar
spacedocks may take advantage of the “Manoeuvring
Jets” and “Antimass Deflector” technology cards. Saar
spacedocks may never retreat (even with action cards).
15.15.3 The Arborec
Q: Can 2 Arborec Ground Forces produce 2 Ground
Forces for the cost of 1, thereby pooling their production
capacity?
and 6 Ground Forces on the planet Q What are the restrictions for building a Saar Space Dock A The player must control 1 planet in the system per space dock he wishes to build Trade stations do not count towards this restriction Q Can Saar spacedocks move through Nebula or Ion Storm systems Can they retreat A Although they may enter these systems they may not normally move through them However Saar spacedocks may take advantage of the Manoeuvring Jets and Antimass Deflector technology cards Saar spacedocks may never retreat even with action cards 15 15 3 The Arborec Q Can 2 Arborec Ground Forces produce 2 Ground Forces for the cost of 1 thereby pooling their production capacity
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A: No, their production capacity may not be pooled.
Q: Can Arborec Ground Forces build ships?
A: Yes.
Q: Can Arborec Ground Forces be used with the
Production Strategy Card?
A: Yes. However, the Ground Forces must be in a system
containing one or more friendly Space Docks.
Q: Can Arborec Ground Forces produce while in a fleet,
i.e. being carried by a ship?
A: Yes. Any units produced may be placed on ships with
capacity or a planet controlled by that player in that
system.
15.15.4 The Ghosts of Creuss
Q: Where are the Ghosts of Creuss’ starting units
placed?
A: Starting units must be placed on the system with the
Creuss planet on it.
Q: Do the Ghosts of Creuss treat “A” and “B” Wormhole
system as if they were adjacent for movement only?
A: Yes. They follow the normal rules for Wormholes and
are considered adjacent for movement purposes only.
15.15.5 The Nekro Virus
Q: What happens with the Nekro Virus’ starting units if
the Mechanized Units game option is not being used?
A: If not using the Mechanized Units game option, the
Nekro Virus player instead receives 2 additional Ground
Forces.
Q: When gaining Command Counters instead of
a Technology Advance, may the Nekro Virus use
technology specialties or other discounts provided by
cards or effects?
A: When gaining Command Counters in place of a
technology, the Nekro Virus does not benefit from any
specific discounts referring to a red, green, or yellow
technology. However, the Nekro Virus may benefit from
cards or effects that provide a generic discount to any
technology. Of course the Nekro Virus still receives 3
Command Counters in place of the Technology Card.
Q: Can the Nekro Virus receive Technology Cards
through Domain Counters such as Alien Technology?
A: Yes.
Q: What happens if the Nekro Virus discovers a Lazax
Survivor Domain Counter when using the Distant Suns
option?
A: The Domain Counter is removed with no effect.
Q: Can the Nekro Virus player vote when using the
Voice of the Council option from Shattered Empire?
A: No.
Q: At which point during a battle is the Nekro Virus’s
technology copying ability used?
A: This happens at the end of the battle.
15.16 Strategy Cards
Q: Can I buy two technology advances with the
Technology Strategy’s secondary ability, or am I
limited to just one?
A: You are limited to one.
Q: Can I fire with my PDS units against a player who I
have named with the Diplomacy Strategy, or who has
used that Strategy against me? How about taking his
systems if all they have are domain markers, not units?
A: The card is very explicit. You cannot activate a system
containing the named enemy’s units, and vice versa.
The card’s effects impose no other restrictions on either
party.
Q: Can I use the Imperial Strategy’s secondary ability
to build a Space Dock in a system that already contains
a Space Dock?
A: No, you may only use the secondary ability of the
Imperial Strategy Card to build units at Space Docks
in one of your systems (following normal Space Dock
building restrictions).
Q: Some Political Cards refer to the Imperial Strategy
Card. What should be done if these are drawn when
playing with the Bureaucracy Strategy?
A: As stated on the rules, if a player draws a Political or
Action Card that refers to a Strategy Card that is not in
the game, immediately discard it and draw a new one
as a replacement.
Q: Can a player build a Space Dock when executing the
primary ability of the Production Strategy?
A: No.
Q: Can a player use the Diplomacy II Strategy to annex
a planet with an exposed Distant Suns counter? Can it
be used on a planet with an Artefact?
A: Yes. If a planet containing a Distant Suns counter is
annexed, then the token is removed without effect.
If a planet with an Artefact is annexed, the Artefact is
revealed after the player takes control of the planet.
Q: Can you use the Diplomacy II ability to annex Mallice
in the Wormhole Nexus through one of the wormholes?
A: No. Wormhole systems are only considered adjacent
only for the purposes of ship movement.
Q: When using the secondary ability of the Warfare
II Strategy, do Fighters that are being transported by
Carrier count against the ship limit?
A: No.
Q: With the Warfare II High alert token, do ships which
start in the system of the token, but do not move with
the token, get the +1 movement bonus?
A: Yes. At the start of an activation, all ships in a system
with the high alert token gain +1 movement for that
activation. This bonus is regardless of whether or not
you decide to move the token with the ships.
Q: Can I use the secondary ability of Production to build
at two Space Docks in the same system? Can I get the
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66
benefit of Sarween Tools at both?
A: Yes. You can build at all Space Docks in the system
and utilize any applicable technologies.
Q: Can a player retreat into a system which was
targeted by the Diplomacy II Strategy card?
A: Yes.
Q: If a player is already the Speaker and selects
Assembly II, may he retain the Speaker token and
select another player to choose an agenda?
A: Yes.
15.17 Technology Cards
15.17.1 General
Q: If a player with the Gen Synthesis technology is
attacked on his only Home System planet, do his troops
regenerate on that planet during combat? Can they
fight in that combat?
A: Yes. If the player rolls 5+ for a destroyed Ground
Force unit, that unit would remain on the Home System
planet and continue to participate in the combat.
Q: Light Wave Deflector (“your ships may now
move through systems containing enemy ships”) and
Advanced Fighters (“enemy ships may not move
through a system your Fighters occupy”) seem to
contradict one another. Does Advanced Fighters block
Light/Wave Deflector enabled movement?
A: Advanced Fighters merely allows Fighter units to
block an opponent’s movement as if they were normal
spaceships. Thus, Light/Wave Deflectors do work
against Fighters enhanced by the Advanced Fighters
tech.
Q: Does Sarween Tools give one free resource to each
of a player’s Space Docks, or only to a single friendly
Space Dock?
A: Sarween Tools gives one free resource to every
friendly Space Dock in play by the owner of that
technology.
Q: If I have Sarween Tools, can I build units at my Space
Docks using only the 1 free resource provided by the
Sarween Tools?
A: Yes.
Q: Can the extra resource from multiple Space Docks
provided by Sarween Tools be combined to purchase
one unit (e.g., two Space Docks building one Cruiser)?
A: No. An extra resource from Sarween Tools must
be used to build at the given Space Dock. A ship’s
production may not be split between multiple Space
Docks.
Q: Can a Dreadnought, without the Graviton Negator
technology, use the X 89 Bacterial Weapon technology
against a planet that contains a PDS?
A: Yes, using the X 89 technology is not considered a
bombardment.
Q: What happens if I have Gen Synthesis and one of
my Ground Forces is destroyed, but I do not control any
planets in my home system?
A: In this case, you may not use the second part of the
Gen Synthesis technology.
Q: With the Graviton Negator technology, can Fighters
invade without Ground Forces (even though they can’t
capture the planet)?
A: No. An invasion can only be initiated by Ground
Forces attempting to land on a planet.
Q: If I have XRD Transporters and the Light/Wave
Deflector technology, can my Carriers stop in a system
containing an enemy ship, pick up units, and then move
on to the destination system?
A: No. The Light/Wave Deflectors tech allows you
to move through systems containing enemy ships,
but does not allow you to pick up units in systems
containing enemy ships.
Q: What happens if I attack the home system of
someone with Gen Synthesis and I use the X 89 Bacterial
Weapon technology?
A: All Ground Forces are destroyed. You would then roll
for each GF to see if it comes back at your home planet.
Q: Do Ground Forces that are returned to a Home
System as a result of Gen Synthesis count as “killed” for
the purpose of Dacxive Animators?
A: No.
Q: Does the Stasis Capsules technology allow a player
to load or land a Ground Force as part of the Warfare
Strategy’s secondary ability?
A: No.
Q: Is it possible to move Ground Forces from an
activated system to an unactivated system using Transit
Diodes?
A: Yes. You may move the Ground Force to and from any
planets that you control.
Q: Can units built with the Integrated Economy
technology be placed on ships in adjacent system?
A: No. The technology should read: “You may only place
PDS and Ground Force units on any friendly planet
within this range.”
Q: Can you use X 89 Bacterial Weapon technology if you
do not have any Action cards in your hand?
A: Yes.
Q: Can fighters with the Graviton Negator technology
invade a planet if no friendly ground forces are present?
A: No. At least 1 ground force is required to start
invasion combat.
Q: Does the Dacxive Animator technology work for
Ground Forces killed by pre combat abilities such as
PDS Fire, Bombardment, or X89 Bacterial Weapon?
A: Yes.
Q: Does a ship in a Wormhole system or the Gravity
Rift receive the +1 movement bonus from Gravity Drive?
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67
A: A ship in a Wormhole system receives the bonus if
there is another Wormhole connecting to it. A ship in
a Gravity Rift does not receive the bonus unless that
system is adjacent to a system containing another
Gravity Rift or a Wormhole.
Q: How does Neural Computing work with the Nekro
Virus?
A: When receiving 3 Command Counters instead of a
Technology Card, Neural Computing reduces the cost
by 2.
Q: Can Transfabrication be used to scuttle any units or
only those present in the activated system at the time of
the Production step?
A: It may be used to scuttle any units following normal
scuttle rules.
15.17.2 Race- specific Technology Cards
Q: If the Sharing of Technology Political Agenda
passes, can a player acquire the race specific technology
of his trading partner?
A: No. A player may not acquire the race specific
technology of another race.
Q: How does the Subsidized Studies Political card
interact with Racial Technology cards and the
Technology strategy card?
A: “Subsidized Studies” does not affect Racial
technologies, or anytime a technology is gained for
free (for example the primary ability of the Technology
strategy card).
Q: Can a player receive another player’s race specific
technology (for example with the Technological Society
domain counter)?
A: No, a player may never gain a race specific technology
that does not belong to his race.
Q: When using Creuss’ Slave Wormhole Generator,
what qualifies as a “friendly” system?
A: A friendly system is a system containing any number
of that player’s units or Control Markers.
Q: What happens if the Letnev player decides to deal
only 1 hit to a Dreadnought that has Noneuclidean
Shielding?
A: That ship is damaged (even though it was only dealt
1 damage).
Q: If Letnev has researched Noneuclidean Shielding
and takes 1 hit to a Dreadnought, will Direct Hit Action
Card destroy that ship or simply cause 1 more hit to be
assigned?
A: The Direct Hit Action Card will destroy that ship.
Q: When Muaat activates Nova Seed, what happens to
ships belonging to Muaat that were in the system?
A: Any ships in that system are unaffected and may
freely move out of that system during a later turn.
However, once these ships move out of the system,
they may not move back in.
Q: Which racial Technologies cannot be copied with
Nekro’s Valefar Assimilator?
A: Valefar Assimilator may technically be used to
copy any racial Technology. However, any technology
referring to another race’s special ability may not be
used by the Nekro Virus. This includes Race Specific
Technologies that modify a race’s ability, such as
Floating Factory and Spore Acceleration.
Q: If Winnu use Lazax Gate Folding to place 1 Ground
Force on Mecatol Rex when it is uncontrolled, does the
player gain control of the planet? What happens to the
Custodians?
A: Yes. In addition, Custodians are discarded.
Q: Can Xxcha use Instinct Training to cancel a Sabotage
Action Card?
A: Yes.
Q: If Nekro uses Valefar Assimilator to copy Creuss’
Slave Wormhole Generator, do they use Creuss’
wormhole tokens as if a common supply?
A: The Nekro Virus player may use any Creuss
Wormhole token as a common supply. However, the
same token may not be placed (or moved) more than
once per game round.
Q: Can the Creuss use Dimensional Splicer to deal
multiple hits if multiple wormholes are present in the
system?
A: No.
15.18 Units
15.18.1 General
Q: What counts as a “unit”?
A: Any plastic piece on the game board, as well as the
Ground Force and Fighter unit supplement tokens.
Q: Do War Suns have all the same restrictions as
Carriers?
A: War Suns (and any other unit with a capacity for
Ground Forces) have all of the same restrictions as
Carriers on picking up, carrying, and dropping off
Ground Forces.
Q: Can I activate an enemy system and fire at it with my
PDS, even if my PDS units are in an activated system?
A: Yes.
Q: If an enemy has activated my system to fire his PDS
at me, can my PDS units return fire at his fleet, even if
it doesn’t move?
A: When a player activates a system in range of your
PDS units, you may, after the movement step of the
activation sequence, fire once per PDS at any enemy
units in the activated system owned by the activating
player.
Q: Can PDS units with Deep Space Cannon fire once
when an enemy fleet moves into an adjacent hex and
then again when the PDS owner activates the system?
A: Yes.
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68
Q: Can I activate a system solely for the purposes of
firing my PDS at a fleet there?
A: Yes.
Q: Can I have limitless Ground Forces and Fighter units,
or once we run out of cardboard tokens am I stuck with
what I have? Can I use pennies, post it notes, and dust
bunnies to bulk out my forces if I can pay for them in
game?
A: You can use replacement counters if you run out
of the Ground Force and Fighter supplement tokens
provided with the game.
Q: Can I build units with a Space Dock just built this
round, if the Activation Counter in its system is removed
for some reason?
A: No, you can never build new units from a Space Dock
created during the same round.
Q: Can my Carrier unit pick up Ground Force or PDS
units when retreating?
A: No. A Carrier unit may only pick up units during the
Movement step of a Tactical or Transfer action.
15.18.2 Shock Troops
Q: If a Ground Force rolls a 10 in battle, it becomes a
Shock Troop. Does this roll include modifiers, or must it
be a “natural” 10?
A: It must be a natural 10.
Q: If an attacker has built all of his Space Docks, and
then wins an Invasion Combat, may he use a Shock
Troop’s ability to capture an enemy Space Dock?
A: No. The units are destroyed, but not replaced.
Q: If I take over an opponent’s Space Dock with a Shock
Troop, can I build at the Space Dock this round?
A: No. Whenever you place a new Space Dock piece
on the board, it is treated as if it were built this game
round.
Q: How does the Plague Action card interact with Shock
Troops?
A: Roll individually for each shock troop and ground
force. If you roll even, that unit is destroyed. Then roll
for the next unit. If a ground force is destroyed because
of this, a shock troop is not destroyed instead. Only the
unit that is rolled for is killed.
15.18.3 Flagships
Q: Can the Arborec’s Duha Menaimon produce Ground
Forces? Can it be used with the Production Strategy
Card?
A: Ground Forces may be produced by Duha
Menaimon. If using the Production Strategy Card, the
Duha Menaimon may only produce units if in the same
system as one or more friendly Space Docks.
Q: How, exactly, does the Ghosts of Creuss’ Hil Colish
work?
A: A system containing Hil Colish is considered to have
a “D” Wormhole. While moving, only the destination
system (the system activated), not the Flagship’s current
system, is considered to have the “D” Wormhole. This
system may only be considered a destination system
if the Hil Colish will end its movement in the activated
system. The Hil Colish cannot use the “D” Wormhole it
generates.
Q: Does the Xxcha’s Loncara Ssodu gain the benefits of
PDS technologies?
A: No. Only the Deep Space Cannon Technology advance
applies (even if the player has not researched it).
Q: Can the Loncara Ssodu be used during Invasion
Combat?
A: No.
Q: Are Ground Forces in the same system as the Yin
Van Hauge affected by abilities and cards that normally
affect Fighters, such as PDS fire, Anti Fighter Barrage,
and Friendly Fire AC?
A: Yes. Each Ground Force that participates in a Space
Battle as a Fighter follows all rules pertaining to Fighters.
Q: Are there any circumstances when a player can build
his flagship outside of his home system?
A: No.
Q: Do Nano Technology and Type IV Drive affect
Flagships?
A: No. (Changed in FAQ 2.4)
15.18.4 Mechanized Units
Q: How do Mechanized Units work in regards to cards
and abilities referring to Ground Forces?
A: Mechanized Units are treated as Ground Forces in
regards to controlling planets only, this includes cards
and effects which would revert a planet to neutral if no
Ground Forces are present. They participate in invasion
combat but are immune to all abilities that refer to
Ground Forces, such as Action Cards, technologies,
Domain Counters, bombardments, PDS fire, and
Leaders.
Q: Are Mechanized Units repaired during the status
phase?
A: Yes. They follow all rules for ships sustaining damage.
15.19 Victory Conditions
Q: Can two or more players score the same Public
Objective?
A: Yes.
Q: Can I declare victory immediately upon reaching 10
VPs, or do I have to wait until the Status Phase?
A: If you gain 10 VPs by executing the Primary Ability of
the Imperial Strategy, you immediately win the game.
Q: There is a Public Objective which states that a
player must control, with a unit, Mecatol Rex and each
territory adjacent to it. If an asteroid or supernova is
adjacent to Mecatol Rex, is this condition achievable?
A: The objective only requires control of adjacent
systems that can be controlled.
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69
Q: How is the 3 point objective that gives points if you
have more influence than both of your neighbours
combined affected by the elimination of one player?
A: The eliminated player is still considered your
neighbour and has 0 influence.
Q: For objectives that state “I control Mecatol Rex”,
does this refer to the planet or the system?
A: The planet.
15.20 Miscellaneous
Q: If I run out of bonus tokens in the game, do I stop
placing new ones?
A: In the unlikely event that you run out of bonus
tokens, you should use replacement counters agreed
upon by the players (beads, pennies, etc.).
Q: If I run out of Command Counters, what happens?
A: You are limited to the actual Command Counters
provided in the game. You cannot use replacement
counters.
Q: If I run out of control markers, can I use replacement
tokens to represent them?
A: Yes.
Q: If a player has all 16 Command Counters in use
on the board or on his Race Sheet, can any effects or
actions that require additional Command Counters for
that player take place or be resolved?
A: No.
Q: Many different Political, Action, and Technology
cards modify, set, or limit the same numerical variables
in the game. For example, the political card “Humane
Labour” lowers the Production limit of Space Docks,
while the Tech Card “Enviro Compensator” increases it.
In what order are multiple effects resolved that affect
the same variable?
A: First, all Political Cards, in the order that they entered
the game, affect variables. Then your Technology cards
affect the same variables (with multiple relevant Tech
cards being resolved in an order of the owners choice),
and at last, the Action Cards affect the variables, in
the order that such Action Cards were resolved. In this
way, “Humane Labour” lowers the production limit of
Space Docks to 2, but the Tech “Enviro Compensator,”
for example, would add one additional capacity for its
owner (raising his limit to 3).
Q: When an effect states “up to”, as in “up to three
systems,” or “up to two Ground Forces,” etc., are you
allowed to have this number be zero?
A: Yes.
Q: Are all steps of the Status Phase resolved in the
order of play?
A: Yes.
Q: Can you voluntarily revert one of your planets to
Neutral?
A: No.
Q: Is it possible to control a system that has no planets?
A: Yes, you simply need at least one non Fighter ship in
the system (and no enemy units).
Q: When are systems containing matching Wormholes
considered adjacent?
A: These systems are considered adjacent for
movement purposes only (including Transfer Actions).
This means that you cannot fire PDS cannons through,
annex planets through, or use the Integrated Economy
technology through.
Q: Can facilities be built during a Transfer Action?
A: No.
Q: Do Action Cards that refer to “voting” apply when
voting on who becomes Voice of the Council?
A: The vote for Voice of the Council is treated as a vote
for an agenda, so cards that would apply to an agenda
vote apply to the Voice of the Council vote.
Q: What is the exact definition of a “won a space
battle” for the purpose of the new objective cards?
A: A player has won a battle if he is the only player with
ships remaining in the system at the end of the battle.
Q: Can Salvage Operations, the Mentak’s race specific
technology, be used to rebuild a destroyed War Sun if
the Mentak do not have the War Sun technology?
A: No. You may only build a War Sun if you have the War
Sun technology.
Q: If the Naalu have Telepathic Mind Weapon (their
race specific technology) and then use the Diplomacy II
primary ability “a,” does that cause all the other players
to lose one Command Counter from ship supply?
A: The Naalu special ability only works when a player
activates a system. It does not work when a card (or
ability) allows another player to place one of their
activation tokens in a system.
Q: Can the Yin Brotherhood use their convert special
ability on the Hostile Locals Distant Suns counter?
A: No. The Yin Brotherhood may only use their ability
on Ground Forces belonging to another player.
Q. If the Yin Brotherhood reverses a planet’s values,
and another player takes that planet from them, do
the planet’s values remain reversed until the end of the
round?
A. No. When the planet card is taken by another player,
the Yin player’s token is removed from the card and the
planet’s values return to normal.
Q: If the Ancient Artefact Political Card “explodes”, are
the Custodians of Mecatol Rex affected?
A: Yes, the Custodians of Mecatol Rex are also discarded.
Q: What happens if I use the Voluntary Annexation
Action Card to annex Mecatol Rex when playing with
the Custodians of Mecatol Rex option?
A: The Custodian tokens are immediately removed.
Q: Do the Custodians of Mecatol Rex count as
“opponents” for purposes of Objectives (such as the
one that states “I successfully invaded one planet
containing at least 1 opposing Ground Force this turn”)?
round A No When the planet card is taken by another player the Yin player s token is removed from the card and the planet s values return to normal Q If the Ancient Artefact Political Card explodes are the Custodians of Mecatol Rex affected A Yes the Custodians of Mecatol Rex are also discarded Q What happens if I use the Voluntary Annexation Action Card to annex Mecatol Rex when playing with the Custodians of Mecatol Rex option A The Custodian tokens are immediately removed Q Do the Custodians of Mecatol Rex count as opponents for purposes of Objectives such as the one that states I successfully invaded one planet containing at least 1 opposing Ground Force this turn
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70
A: No. Opposing forces are defined as forces controlled
by another player. These objectives cannot be fulfilled
by overcoming the Custodians of Mecatol Rex or a
similar Distant Suns counter.
Q: Regarding the setup of 4 -ring maps with 5 or
6 players, in which ring does one place the Home
Systems?
A: The 3rd ring.
Q: With the Leaders option, do Scientists provide a
discount on a Space Dock produced in a Home System
during the simulated early turns procedure?
A: During simulated early turns, units are not produced
at any specific Space Dock. Therefore, any ability that
provides a discount to building at a Space Dock cannot
be used during simulated early turns.
Q: How does the Simulated Early Turns option work
with the Distant Suns option?
A: The Distant Suns counters should be set up after
the simulated early turns procedure, on all planets not
under a player’s control.
Q: Can a player have less than zero VPs?
A: No. Also, if playing with the Artefacts option, a player
may never have a number of VPs that is less than the
number of artefact planets he controls.
Q: Can the Mirage planets refresh Fighters that are
under blockade (with a Space Dock or Advanced
Fighters)? If so, what happens?
A: No. You may not gain ships in a system that contains
enemy ships.
Q: Does the planet Mirage have any fighter capacity?
A: No.
Q: Can the Naalu racial ability be used with a Tactical
Retreat?
A: Yes.
Q: Can a player take over an enemy controlled Trade
Station when making a transfer action or retreating
into the system?
A: Yes. Whenever a player has ships in the system and
no enemy ships are present, he immediately gains
control of the station.
Q: Can leaders be moved to Trade Stations?
A: No.
Q: Do the rolls from the Courageous to the End, and
Target Their Flagship Action Cards count as combat
rolls?
A: Yes. They may therefore be affected by other abilities
that affect combat rolls (including the “Experimental
Weaponry” action card).
Q: If a Fighter Ambush domain counter eliminates a
ship with a Leader, what happens to the leader?
A: Since this is technically a space battle, you would
roll a die. If the leader would be captured, he is instead
killed (since domain counters cannot take prisoners).
Q: In assembling the tile deck before a game, are Everra
and Cormund counted as planet tiles or a special
system tiles?
A: Everra and Cormund are counted as Special Systems.
Q: May other races travel through the “D” Wormhole
generated by Creuss’ Hil Colish?
A: No. Not even with the Light/Wave Deflectors
technology.
16. Links
http://checkwolf.com/ti3/sides
http://www.simonkamber.dk/ti3/index.php
http://ti3wiki.org
http://www.boardgamegeek.com
http://fantasyflightgames.com
17. Credits
Game Design (all editions): Christian T. Petersen
Additional Development (3rd edition): Greg Benage
Game Design for the Expansions: Corey Konieczka and
Christian T. Petersen
Editing: Greg Benage
Graphic Design: Brian S. Schomburg, Andrew Navaro
and Michael Silsby, Tom Garden and Mark Molnar
TWILIGHT IMPERIUM is a trademark of Fantasy Flight
Publishing, Inc. Copyright 1997 2011 Fantasy Flight
Publishing, Inc. All Rights Reserved. The products, or
any parts thereof, may not be reproduced without the
publisher’s consent.
Contents
1...The Objective Of The Game �����������������������������������1
2...Game Contents And Preparations ������������������������1
2.1 Game Content ������������������������������������������������������������������1
2.2 The Shattered Empire Icon �����������������������������������������������2
2.3 The Shard of the Throne Icon �������������������������������������������2
2.4 Replacement Cards for Base Game ���������������������������������2
2.5 Replacement Cards for Shattered Empire ������������������������2
3...Component Overview �������������������������������������������2
3.1 Map Hexes �����������������������������������������������������������������������2
3.2 Plastic Game Units �����������������������������������������������������������2
3.3 Planet Cards ���������������������������������������������������������������������2
3.4 Technology Cards �������������������������������������������������������������2
3.5 Action Cards ���������������������������������������������������������������������3
3.6 Political Cards �������������������������������������������������������������������3
3.7 Objective Cards ����������������������������������������������������������������3
3.8 Trade Cards ����������������������������������������������������������������������3
3.9 Strategy Cards ������������������������������������������������������������������3
3.10 Bonus Counters ��������������������������������������������������������������3
3.11 Command Counters �������������������������������������������������������3
3.12 Control Markers �������������������������������������������������������������3
3.13 Trade Good Counters �����������������������������������������������������4
3.14 Victory Point Track ���������������������������������������������������������4
3.15 Speaker (First Player) Token �������������������������������������������4
3.16 Ground Force/Fighter Unit Supplement Tokens �������������4
3.17 Race Sheets ��������������������������������������������������������������������4
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3.18 Race-Specific Technologies ��������������������������������������������4
3.19 Facility Cards ������������������������������������������������������������������4
3.20 Unit Reference Cards �����������������������������������������������������4
3.21 Shock Troop Tokens ��������������������������������������������������������4
3.22 Space Mine Tokens ���������������������������������������������������������4
3.23 Mecatol Rex Custodian Tokens ���������������������������������������4
3.24 Artefact Tokens and Objective Cards �����������������������������4
3.25 Wormhole Tokens ����������������������������������������������������������4
3.26 Agenda Cards �����������������������������������������������������������������4
3.27 Flagship Cards ����������������������������������������������������������������4
3.28 Mercenary Cards ������������������������������������������������������������4
3.29 Promissory Note Cards ���������������������������������������������������4
3.30 Representative Cards �����������������������������������������������������4
3.31 Treaty Cards �������������������������������������������������������������������5
3.32 Space Domain Counters �������������������������������������������������5
3.33 Mercenary Tokens ����������������������������������������������������������5
3.34 Race-specific Technology Tokens �����������������������������������5
4...Number of Players ������������������������������������������������5
5...Suggested Play Area ����������������������������������������������5
6...Game Setup ������������������������������������������������������������5
6.1 Preparing the Objective Cards �����������������������������������������7
6.2 Setting up the Galaxy �������������������������������������������������������7
6.2.1 Game Setup with the systems from SE ��������������������������������������8
6.2.2 Game Setup with the New Systems from SE+SotT ��������������������8
7...The Game Round ����������������������������������������������������9
7.1 Strategy Phase ������������������������������������������������������������������9
7.1.1 Order of Play ������������������������������������������������������������������������������9
7.2 Action Phase ������������������������������������������������������������������10
7.2.1 Strategic Action �����������������������������������������������������������������������10
7.2.2 Tactical Action ��������������������������������������������������������������������������10
7.2.3 Transfer Action ������������������������������������������������������������������������13
7.2.4 Passing �������������������������������������������������������������������������������������14
7.2.5 End of the Action Phase ����������������������������������������������������������14
7.3 Status Phase �������������������������������������������������������������������14
7.4 End of a Round ���������������������������������������������������������������15
8...Space Battles ��������������������������������������������������������15
8.1 Before Combat ���������������������������������������������������������������15
8.1.1 Destroyer Anti Fighter Barrage �������������������������������������������������15
8.2 Battle Round ������������������������������������������������������������������15
8.3 Space Battle Example �����������������������������������������������������16
9...Invasion Combat ��������������������������������������������������16
9.1 Before Combat ���������������������������������������������������������������17
9.1.1 Bombardments ������������������������������������������������������������������������17
9.1.2 PDS Fire �����������������������������������������������������������������������������������17
9.2 Invasion Combat Round �������������������������������������������������17
10..Other Game Concepts and Rules ������������������������18
10.1 Races ����������������������������������������������������������������������������18
10.1.1 Winnaran Yellow Technology Specialty ���������������������������������18
10.1.2 Saar Space Docks �������������������������������������������������������������������18
10.1.3 Arborec Green Technology Specialty �������������������������������������18
10.1.4 Ghosts of Creuss Home Systems �������������������������������������������18
10.2 Systems ������������������������������������������������������������������������18
10.2.1 Home Systems (Interior Yellow Border) ���������������������������������18
10.2.2 Special Systems (Interior Red Border) �����������������������������������18
10.2.3 Regular Systems ���������������������������������������������������������������������18
10.3 Planets �������������������������������������������������������������������������19
10.4 Wormholes �������������������������������������������������������������������19
10.5 Unit Limitations ������������������������������������������������������������19
10.6 Fighter/Ground Force Supplement Counters ���������������20
10.7 Command Counters �����������������������������������������������������20
10.7.1 Fleet Supply Area �������������������������������������������������������������������21
10.7.2 Command Pool Area ��������������������������������������������������������������21
10.7.3 Strategy Allocation Area ��������������������������������������������������������21
10.8 Spending Resources and Influence ������������������������������21
10.8.1 Exhausting Planets �����������������������������������������������������������������21
10.8.2 Paying Costs ���������������������������������������������������������������������������21
10.8.3 Example of Spending Resources and Production ������������������21
10.9 Action Cards �����������������������������������������������������������������22
10.9.1 How to Play an Action Card ���������������������������������������������������22
10.9.2 Sabotage Action Card ������������������������������������������������������������22
10.9.3 Play as an Action ��������������������������������������������������������������������22
10.10 Political Cards and the Galactic Council ���������������������22
10.10.1 Political Agenda �������������������������������������������������������������������22
10.10.2 “Elect” Votes ������������������������������������������������������������������������23
10.10.3 “For or Against” Votes ���������������������������������������������������������23
10.10.4 Laws �������������������������������������������������������������������������������������23
10.10.5 Voting in the Galactic Council ����������������������������������������������23
10.10.6 Abstaining and Tie Votes �����������������������������������������������������23
10.11 Technology Advances �������������������������������������������������23
10.11.1 Acquiring a Technology Advance �����������������������������������������23
10.11.2 Planetary Technology Specialities ����������������������������������������24
10.12 Trade Contracts and Trade Agreements ���������������������24
10.12.1 Opening Trade Agreements �������������������������������������������������24
10.12.2 Receiving Trade Goods ��������������������������������������������������������24
10.12.3 Trade Goods Counters ���������������������������������������������������������25
10.12.4 Running out of Trade Goods ������������������������������������������������25
10.12.5 Breaking Trade Agreements ������������������������������������������������25
10.12.6 Power of the Merchants Guild ���������������������������������������������25
10.13 Objective Cards ����������������������������������������������������������25
10.13.1 Secret Objective Cards ���������������������������������������������������������25
10.14 Race Sheet �����������������������������������������������������������������26
11..Rules for Units ����������������������������������������������������26
11.1 Space Dock �������������������������������������������������������������������27
11.2 Ground Forces ��������������������������������������������������������������27
11.3 Carrier Unit ������������������������������������������������������������������28
11.4 Planetary Defence System (PDS) Unit ��������������������������29
11.5 Fighter Unit ������������������������������������������������������������������30
11.6 Cruiser Unit ������������������������������������������������������������������31
11.7 Destroyer Unit ��������������������������������������������������������������31
11.8 Dreadnought Unit ��������������������������������������������������������31
11.9 War Sun ������������������������������������������������������������������������31
11.10 Damaged and Undamaged Units �������������������������������32
12.. Optional Rules ����������������������������������������������������32
12.1 Three, Four, Five, Seven, Eight Player Game ����������������32
12.1.1 Three Player Game ����������������������������������������������������������������32
12.1.2 Four Player Game ������������������������������������������������������������������33
12.1.3 Five Player Game �������������������������������������������������������������������34
12.1.4 Seven and Eight Player Games ����������������������������������������������34
12.2 Base Game Option 1: Long War �����������������������������������34
12.2.1 Alternative Variant �����������������������������������������������������������������35
12.3 Base Game Option 2: Age of Empire ����������������������������36
12.4 BG Option 3/SE Option 11-12: Distant Suns ����������������36
12.4.1 Domain Counters Description �����������������������������������������������37
12.4.2 Shattered Empires: Territorial Distant Suns ���������������������������38
12.5 Base Game Option 4: Leaders ��������������������������������������38
12.5.1 Placing Leaders ����������������������������������������������������������������������38
12.5.2 Killing and Capturing Leaders ������������������������������������������������38
12.5.3 On a planet ����������������������������������������������������������������������������38
12.5.4 Captive Leaders ���������������������������������������������������������������������38
12.5.5 Rescuing a captive Leader �����������������������������������������������������38
12.5.6 Leader Abilities ����������������������������������������������������������������������39
12.6 Base Game Option 5: Sabotage Runs ���������������������������39
12.6.1 Announce the Run �����������������������������������������������������������������39
12.6.2 The Outer Defences ���������������������������������������������������������������39
12.6.3 The Inner Defences ����������������������������������������������������������������39
12.7 SE Option 1: The Variant ISC ����������������������������������������40
12.8 SE Option 2: The Variant Strategy Cards ����������������������40
12.9 SE Option 3: Variant Objectives �����������������������������������40
12.10 SE Option 4: Race Specific Technologies ��������������������40
Empires Territorial Distant Suns 38 12 5 Base Game Option 4 Leaders 38 12 5 1 Placing Leaders 38 12 5 2 Killing and Capturing Leaders 38 12 5 3 On a planet 38 12 5 4 Captive Leaders 38 12 5 5 Rescuing a captive Leader 38 12 5 6 Leader Abilities 39 12 6 Base Game Option 5 Sabotage Runs 39 12 6 1 Announce the Run 39 12 6 2 The Outer Defences 39 12 6 3 The Inner Defences 39 12 7 SE Option 1 The Variant ISC 40 12 8 SE Option 2 The Variant Strategy Cards 40 12 9 SE Option 3 Variant Objectives 40 12 10 SE Option 4 Race Specific Technologies 40
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12.11 SE Option 5: Artefacts ������������������������������������������������41
12.11.1 Setting up Artefacts �������������������������������������������������������������41
12.11.2 Playing with Artefacts ����������������������������������������������������������41
12.12 SE Option 6: Shock Troops �����������������������������������������41
12.12.1 Acquiring Shock Troops �������������������������������������������������������41
12.12.2 Using Shock Troops ��������������������������������������������������������������41
12.12.3 Shock Troop Restrictions �����������������������������������������������������41
12.13 SE Option 7: Space Mines ������������������������������������������42
12.13.1 Deploying Space Mines �������������������������������������������������������42
12.13.2 Triggering Space Mines ��������������������������������������������������������42
12.14 SE Option 8: The Wormhole Nexus ����������������������������42
12.15 SE Option 9: Facilities �������������������������������������������������42
12.15.1 Building Facilities �����������������������������������������������������������������42
12.16 SE Option 10: Tactical Retreats ����������������������������������42
12.16.1 From the Online Errata: Stalemates �������������������������������������43
12.17 SE Option 13: Custodians of Mecatol Rex ������������������43
12.18 SE Option 14: Voice of the Council �����������������������������43
12.19 SE Option 15: Simulated Early Turns ��������������������������43
12.19.1 Example of Simulating Early Turns ���������������������������������������44
12.20 SotT Option 1: Preliminary Objectives �����������������������44
12.21 SotT Option 3: Flagships ���������������������������������������������44
12.21.1 Acquiring a Flagship �������������������������������������������������������������45
12.21.2 Using Flagships ��������������������������������������������������������������������45
12.22 SotT Option 4: The Final Frontier �������������������������������45
12.22.1 The Space Domain Counters ������������������������������������������������45
12.22.2 Space Domain Counters Description �����������������������������������45
12.23 SotT Option 5: Mechanized Units ������������������������������46
12.24 SotT Option 6: Mercenaries ���������������������������������������46
12.24.1 Hiring Mercenaries ��������������������������������������������������������������46
12.24.2 Controlling Planets ��������������������������������������������������������������46
12.24.3 Using Mercenaries in Battle ������������������������������������������������46
12.24.4 Evasion ���������������������������������������������������������������������������������46
12.25 SotT Option 7: Political Intrigue ���������������������������������47
12.25.1 Council Steps �����������������������������������������������������������������������47
12.25.2 Using Representatives ���������������������������������������������������������47
12.25.3 Promissory Notes ����������������������������������������������������������������48
12.26 Online Option 1: Homeworlds �����������������������������������48
12.27 Online Option 2: The Star in the Crown ���������������������48
12.28 Online Option 3: The Ancient Throne ������������������������49
12.29 Online Option 4: Preset Maps ������������������������������������49
12.29.1 Set Up the Map ��������������������������������������������������������������������49
12.29.2 Assign Races and Starting Areas ������������������������������������������51
12.29.3 Preset Artefacts �������������������������������������������������������������������51
12.30 Online Option 5: Special 5 Player Map ������������������������52
12.30.1 Special Rules ������������������������������������������������������������������������52
12.31 Online Option 6: Multi Galaxy Maps ���������������������������52
13..Strategy Card Summary ��������������������������������������52
13.1 First Strategy (Initiative / Leadership) ��������������������������52
13.1.1 Base Game: The Initiative Strategy ����������������������������������������52
13.1.2 Shattered Empire: The Leadership Strategy ��������������������������52
13.2 Second Strategy (Diplomacy I/II) ����������������������������������52
13.2.1 Base Game: The Diplomacy Strategy �������������������������������������52
13.2.2 Shattered Empire: The Diplomacy II Strategy ������������������������53
13.3 Third Strategy (Political I/II, Assembly I/II) �������������������53
13.3.1 Base Game: The Political Strategy �����������������������������������������53
13.3.2 Shattered Empire: The Assembly Strategy ����������������������������53
13.3.3 Shards of the Throne: Political II Strategy ������������������������������53
13.3.4 Shards of the Throne: Assembly II Strategy ���������������������������54
13.4 Fourth Strategy (Logistic / Production) ������������������������54
13.4.1 Base Game: The Logistic Strategy ������������������������������������������54
13.4.2 Shattered Empire: The Production Strategy ��������������������������54
13.5 Fifth Strategy (Trade I/II/III) ������������������������������������������54
13.5.1 Base Game: The Trade Strategy ���������������������������������������������54
13.5.2 Shattered Empire: The Trade II Strategy ��������������������������������54
13.5.3 Shards of the Throne: The Trade III Strategy �������������������������55
13.6 Sixth Strategy (Warfare I / II) ����������������������������������������55
13.6.1 Base Game: The Warfare Strategy �����������������������������������������55
13.6.2 Shattered Empire: The Warfare II Strategy ����������������������������55
13.7 Seventh Strategy (Technology I/II) �������������������������������55
13.7.1 Base Game: The Technology Strategy ������������������������������������55
13.7.2 Shattered Empire The Technology II Strategy ������������������������56
13.8 Eighth Strategy (Imperial I/II, Bureaucracy) �����������������56
13.8.1 Base Game: The Imperial Strategy ����������������������������������������56
13.8.2 Base Game replacement: The Imperial II Strategy ���������������56
13.8.3 Shattered Empire: The Bureaucracy Strategy ������������������������56
14..Errata and Clarifications �����������������������������������56
14.1 Cards ����������������������������������������������������������������������������56
14.1.1 Action Card: “A Beacon of Hope” ������������������������������������������56
14.1.2 Action Card: “Direct Hit” �������������������������������������������������������56
14.1.3 Political Card: “Ancient Artefact” �������������������������������������������57
14.1.4 Political Card: “Open the Trade Routes” ��������������������������������57
14.1.5 Political Card: “Sharing of Technology” ���������������������������������57
14.1.6 Technology Card: “Advanced Fighters” ����������������������������������57
14.1.7 Technology Card: “Microtechnology” ������������������������������������57
14.1.8 Technology Card: “Transfabrication” �������������������������������������57
14.1.9 Race-Specific Technology Card: Quantum Datahub Node �����57
14.1.10 Race Specific Technology Card: Inheritance Systems �����������57
14.1.11 Race Specific Technology Card: Instinct Training ������������������57
14.2 Race Sheets ������������������������������������������������������������������57
14.2.1 PDS Cost ��������������������������������������������������������������������������������57
14.2.2 The Xxcha Ability �������������������������������������������������������������������57
14.2.3 Arborec Race Sheet ���������������������������������������������������������������57
14.3 Rulebook ����������������������������������������������������������������������57
14.3.1 Combat Rolls ��������������������������������������������������������������������������57
14.3.2 Elimination �����������������������������������������������������������������������������58
14.3.3 Controlling a System ��������������������������������������������������������������58
14.3.4 Turn vs. Game Round �������������������������������������������������������������58
15..FAQ �����������������������������������������������������������������������58
15.1 Action Cards �����������������������������������������������������������������58
15.2 Combat �������������������������������������������������������������������������59
15.3 Distant Suns Option �����������������������������������������������������60
15.4 Fleet Supply ������������������������������������������������������������������60
15.5 Leaders �������������������������������������������������������������������������60
15.6 Mercenaries �����������������������������������������������������������������61
15.7 Movement ��������������������������������������������������������������������61
15.8 Objectives ��������������������������������������������������������������������62
15.9 Political Cards ���������������������������������������������������������������62
15.10 Production �����������������������������������������������������������������62
15.11 Promissory Note Cards �����������������������������������������������63
15.12 Representatives ����������������������������������������������������������63
15.13 Space Domain Counters ���������������������������������������������63
15.14 Space Mines ���������������������������������������������������������������63
15.15 Special Abilities ����������������������������������������������������������63
15.15.1 General ��������������������������������������������������������������������������������63
15.15.2 Saar Space Dock ������������������������������������������������������������������64
15.15.3 The Arborec �������������������������������������������������������������������������64
15.15.4 The Ghosts of Creuss �����������������������������������������������������������65
15.15.5 The Nekro Virus �������������������������������������������������������������������65
15.16 Strategy Cards ������������������������������������������������������������65
15.17 Technology Cards �������������������������������������������������������66
15.17.1 General ��������������������������������������������������������������������������������66
15.17.2 Race- specific Technology Cards �������������������������������������������67
15.18 Units ���������������������������������������������������������������������������67
15.18.1 General ��������������������������������������������������������������������������������67
15.18.2 Shock Troops ������������������������������������������������������������������������68
15.18.3 Flagships ������������������������������������������������������������������������������68
15.18.4 Mechanized Units ����������������������������������������������������������������68
15.19 Victory Conditions ������������������������������������������������������68
15.20 Miscellaneous ������������������������������������������������������������69
16..Links ���������������������������������������������������������������������70
17..Credits �����������������������������������������������������������������70
Note Cards 63 15 12 Representatives 63 15 13 Space Domain Counters 63 15 14 Space Mines 63 15 15 Special Abilities 63 15 15 1 General 63 15 15 2 Saar Space Dock 64 15 15 3 The Arborec 64 15 15 4 The Ghosts of Creuss 65 15 15 5 The Nekro Virus 65 15 16 Strategy Cards 65 15 17 Technology Cards 66 15 17 1 General 66 15 17 2 Race specific Technology Cards 67 15 18 Units 67 15 18 1 General 67 15 18 2 Shock Troops 68 15 18 3 Flagships 68 15 18 4 Mechanized Units 68 15 19 Victory Conditions 68 15 20 Miscellaneous 69 16 Links 70 17 Credits 70
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1
1. The Objective Of The Game
To win a game of TWILIGHT IMPERIUM (“TI”), players
seek to accumulate a total of 10 victory points by
achieving objectives and carefully choosing helpful
strategies. The game ends when one player gains his
10th victory point or immediately after any other game-
ending condition applies (see later).
2. Game Contents And Preparations
2.1 Game Content
Enclosed in your TI box, you will find the following
components.
• 6 (8 SE) frames of highly detailed plastic components
in 6 (8) colours. Each frame contains the following:
◦◦5 Dreadnoughts
◦◦4 Carriers
◦◦8 Cruisers
◦◦8 Destroyers
◦◦2 War Suns
◦◦12 Ground Forces
◦◦10 Fighters
◦◦6 Planetary Defense Systems (PDS)
◦◦3 Space Docks
◦◦1 Flagship
◦◦4 Mechanized Units
• 256 Technology Cards, 28 each in eight decks
separated by colour (24x6 BG, 28x8 SE, 32x8 SotT -
3 Replaced x 6 in SE)
• 34 Race-specific Technologies Cards (14 SE, 22 SotT
- 2 Replaced in SotT)
• 3 Race-specific Technology Tokens
• 17 Flagship Cards
• 34 Trade Cards, 2 each for 17 races
• 51 Leader Counters, 3 each for 17 races
• 272 Command Counters, 16 each for 17 races
• 289 Control Markers, 17 each for 17 races (15x10
BG, 17x14 SE, 17x17 SotT)
• 51 Representative Cards, 3 each for 17 races
• 17 Race Sheets (10 BG, 4 SE, 3 SotT)
• 86 Hexagonal Board Tiles (43 BG, 28 SE, 15 SotT)
• 91 Planet Cards (51 BG, 28 SE, 12 SotT)
• 16 Facility Cards (8 Colonies, 8 Refineries)
• 170 Action Cards (103 BG, 40 SE, 34 SotT - 7
Replaced: 5 in SE, 2 in SotT)
• 110 Political Cards (60 BG, 32 SE, 19 SotT - 1
Replaced in SE)
• 68 Objective Cards, Secret and Public (30 BG, 28 SE,
10 Preliminary SotT)
• 16 Mercenary Cards
• 40 Promissory Note Cards
• 20 Cardboard Strategy Cards (8 BG, 8 SE, 1 Variant
Strategy Card in SE, 3 Variant Strategy Cards in SotT)
• 8 Bonus Counters
• 64 Trade Goods Counters (40 BG, 12 SE, 12x3 SotT)
• 51 Fighter Supplement Counters, 23x1 + 28x3 (23
BG, 12 SE, 16 SotT)
• 51 Ground Force Supplement Counters, 23x1 + 28x3
(23 BG, 12 SE, 16 SotT)
• 12 Shock Troop Tokens
• 12 Space Mine Tokens
• 2 Mecatol Custodian Tokens
• 8 Artefact Tokens
• 1 High Alert Token
• 3 Worm Hole Tokens
• 66 Domain Counters (44 BG, 22 SE)
• 15 Space Domain Counters
• 16 Mercenary Tokens
• 8 Unit Reference Cards (8 new in SotT)
• 1 Speaker Token
• 1 Victory Point Track
V1.2 - 14/10/2012
Complete Ruleset with Shattered Empire and Shards of the Throne additions, Online Variants, Preset Maps and
FAQ 2.5, Linklist and additional Help. The Errata has been integrated in the corresponding chapters, when possible.
Also the FAQ has been sorted. Fall of the Empire Scenario related rules removed for space related reasons.
Edited by Oigelb (http://boardgamegeek.com/user/Oigelb) - Reedited and laid out by Zu7u (http://boardgamegeek.com/user/Zu7u)
Base Game Rules and Options
Rules and Options from the Shattered Empire Expansion (SE)
Rules and Options from the Shards of the Throne Expansion (SotT)
Online Rules and Options (from the FFG-Website)
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2
• 3 Rules Booklets (1 BG, 1 SE, 1 SotT)
• 4 10 sided dice
Part of the Scenario “Fall of the Empire”
• 1 Race Sheet (the Lazax)
• 16 Lazax Command Counters
• 17 Lazax Control Counters
• 2 Scenario Strategy Cards
• 34 Agenda Cards
• 1 Lazax Objective Card
• 7 Scenario Objective Cards
• 2 Lazax Trade Agreements
• 31 Treaty Cards
• 1 Variant Mecatol Rex Hexagonal Board Tile
2.2 The Shattered Empire Icon
All the cards in this expansion are marked with the
Shattered Empire symbol on their fronts,
to allow you to easily separate them from
your base Twilight Imperium game.
2.3 The Shard of the Throne Icon
All the cards included in this expansion are marked with
the Shards of the Throne symbol on their
fronts, to allow you to easily separate
them from your base Twilight Imperium
game.
2.4 Replacement Cards for Base Game
Several replacement cards for the Twilight Imperium
3rd Edition base game are included in SE. Some of these
cards have been revised to correct errata, while others
have been revised to work better with this expansion. To
use the replacement cards, simply remove the original
cards from their appropriate decks and replace them
with the new versions. The replacement cards are:
Technology Cards
6 Advanced Fighters (1 in each colour)
6 Micro Technology (1 in each colour)
6 Assault Cannon (1 in each colour)
Action Cards
4 Direct Hit Cards
1 Ruinous Tariff Card
Political Cards
1 Open the Trade Routes Card
2.5 Replacement Cards for Shattered Empire
Two replacement cards for the Twilight Imperium: Third
Edition base game are included in this expansion. Two
replacement cards for the Shattered Empire expansion
are also included in this expansion. To use the
replacement cards, simply remove the original cards
from their appropriate decks and replace them with the
new versions. The replacement cards are:
Action Cards
1 Ghost Ship Card
1 Star of Death Card
Race-Specific Technology Cards
1 Bioptic Recyclers Card
1 Berserker Genome Card
3. Component Overview
We will here summarize the various components of TI,
so that you may recognize them while reading these
rules.
3.1 Map Hexes
Before every game of TI, players will create a unique
game board by connecting the provided hexagon
map pieces. Each individual piece is called a system.
The systems of TI each represent an area of space, its
planets, and/or other elements of interest. Systems that
contain an interior yellow outline are Home Systems
from which the great races hail. Systems containing
an interior red outline are Special Systems (such as
Asteroid Fields) governed by special rules. There are 28
new system tiles in SE, including Ion Storms (a new type
of Special System). Hope’s End, the imperial training
ground, is also among the new systems. One of the
new systems is the Wormhole Nexus (WN), which is
easily distinguished by its non hexagonal shape. Use of
this system is optional, and when this rulebook refers
to systems, the WN should be excluded unless stated
otherwise. There are 14 new system tiles in SotT,
including a Gravity Rift (a new type of Special System)
and new Home Systems. A variant version of Mecatol
Rex, used only in the Fall of the Empire scenario, is also
among the new systems.
3.2 Plastic Game Units
The detailed plastic pieces of TI (collectively called
units) represent the military personnel, shipyards,
defensive systems, and spaceships that players will
command. Units not employed on the game board are
kept in a player’s reinforcement area.
3.3 Planet Cards
Representing the multitude of planets in TI, Planet
Cards are used by players to indicate ownership over
each individual planet and are exhausted (turned face
down) when their owner spends the planets’ resources
or influence.
3.4 Technology Cards
At the beginning of the game, each player receives
an identical Technology Deck (separated by colour)
consisting of 24 (28 with SE, 32 with SotT) technology
advances. Throughout the game, when a player
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3
purchases (or otherwise acquires) a technology, the
corresponding Technology Card is taken from his deck
and placed face-up before him.
3.5 Action Cards
The Action Cards of TI provide players with a variety
of helpful events, maneuvers, bonuses, and other
advantages. Players receive Action Cards throughout
the game by a variety of activities.
3.6 Political Cards
Often the representatives of the great races must
meet in the hallowed halls of the Galactic Council on
Mecatol Rex to debate, deliberate, and enact policy for
the custodial imperial charter. When a player executes
the primary ability of the Political Strategy Card during
the Action Phase (see later), he must draw and resolve
the top card of the Political Deck. Each Political Card
contains an agenda that all players must vote upon. The
effects of an agenda can range from a minor formality,
to a major change in the very structure of the game.
3.7 Objective Cards
In order to win TI, players need to accumulate 10 victory
points. The primary way for players to receive such is by
qualifying for the requirements of an Objective Card.
The victory points provided by Public Objective Cards
are attainable by all players, whereas those from Secret
Objective Cards are individual to each player.
The new sets of Stage I and Stage II Public Objectives
can optionally be used instead of the original Objective
deck. These cards tend to focus more on military
conflict than the original set. Also provided are 3 new
Secret Objectives, to be mixed in with the original set.
Finally, Special Objectives have been included for use
with two new optional rules: Artefacts and the Voice of
the Council option.
Preliminary Objective Cards optionally start players
with easier objectives worth 1 victory point each. Also
provided are Scenario Objective Cards, only used in the
Fall of the Empire scenario (including a special Lazax
Objective Card).
The Secret Objective Deck
Some cards and rules in this expansion refer to the
Secret Objective deck. This deck consists of any Secret
Objective not in play. Instead of placing unused Secret
Objective cards in the box, simply place them in the play
area. When a player fulfils a Secret Objective card, it is
removed from the game (and not shuffled back into this
deck).
3.8 Trade Cards
Each race has two Trade Contract cards which they can
use to form trade agreements with other players. Each
Trade Card has a numerical trade value which varies
from race to race.
3.9 Strategy Cards
Each of the eight cardboard Strategy Cards represents
a powerful short term strategy. During the Strategy
Phase of each game round, each player will select
one Strategy Card and must later use its primary
ability. Each Strategy Card also enables an important
secondary ability that other players may execute after
the primary ability is resolved.
SE features a new set of eight variant Strategy Cards,
with a white background, that favours different
strategies than the original set. In addition, there is
a High Alert token for use with the new Warfare II
Strategy Card. The variant Imperial Strategy Card, with
a black background, may optionally be used with the
original set of Strategy Cards.
SotT features variant Political, Assembly, and Trade
Strategy Cards. Two Strategy Cards only used for the Fall
of the Empire scenario are also included.
3.10 Bonus Counters
After all players have selected a Strategy Card during
the Strategy Phase, there will (in a six player game) be
two Strategy Cards remaining in the common play area.
Before the Strategy Phase ends, the two remaining
Strategy Cards both receive a Bonus Counter that is
placed on top of the Strategy Card itself. A player that
later selects such a Strategy Card will be able to use
the Bonus Counter to receive an additional Command
Counter or Trade Good.
3.11 Command Counters
The Command Counter in TI is the abstract but integral
resource representing the domestic mandate, budget,
organization, logistics and preparedness of your race.
When a player receives a Command Counter from his
reinforcements, he must place it in either the Fleet
Supply area, Strategy Allocation area, or Command
Pool area on his Race Sheet. In order to execute tactical
actions (such as moving, building, or initiating combat
on the board), take advantage of the secondary abilities
of Strategy Cards, or manage his fleets, a player must
wisely allocate and spend Command Counters.
3.12 Control Markers
At the beginning of the game, each player is provided
with a generous number of flag-shaped Control
Markers, each bearing the insignia of that player’s
race. The Control Markers are used to represent a race
wherever appropriate, such as on the Victory Point
Track, on successfully achieved Objective Cards, and
(most often) to indicate ownership of planets.
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4
3.13 Trade Good Counters
These counters represent the wealth and rewards of interstellar commerce. They are primarily obtained by active trade agreements while the Trade Strategy Card is being executed. A player’s Trade Goods can be used as a direct substitute for either resources or influence, and are frequently used as currency among players to pay for bribes or other considerations.
3.14 Victory Point Track
The Victory Point Track is used to indicate each player’s accumulation of victory points. Note that the main side of the Victory Point Track has spaces numbered from 0 to 10, whereas the reverse side is numbered 0 to 14. The reverse side is to be used with the optional The Long War rule.
3.15 Speaker (First Player) Token
This token is claimed each round by the player who selects the Initiative Strategy Card during the Strategy Phase. The player who controls the Speaker Token always chooses the first Strategy Card during the next Strategy Phase.
3.16 Ground Force/Fighter Unit Supplement Tokens
The Ground Force and the Fighter units are the only units in the game that players may purchase unlimited quantities of. All other unit types are limited to the figures provided with the game. The Fighter and Ground Force supplement tokens represent the extra Fighter and Ground Force units that players may add to their forces.
3.17 Race Sheets
Enclosed in your game, you will find 10 (14 with SE, 17 with SotT) large cardboard sheets, each representing one of the great races of the TI universe. After selecting a race to play, each player receives the corresponding Race Sheet, which provides each player with specific information for his race as well as helpful game information tables. The Race Sheet is also used for keeping track of a player’s active Command Counters and Trade Goods.
A race sheet for the Lazax is also included in SotT. The Lazax race is only used in the Fall of the Empire scenario. Cards and Markers are also provided for this race.
3.18 Race-Specific Technologies
Each of the 17 races now has one Race Specific Technology. These optional Technology cards may only be acquired by the appropriate race. In SotT there is a second race specific Technology per Race included.
3.19 Facility Cards
These cards represent refineries and colonies that players may build on a planet to increase the planet’s resources or influence value.
3.20 Unit Reference Cards
The unit reference cards provide players with an image of each unit type and its game stats.
3.21 Shock Troop Tokens
Shock Troops represent battle hardened, veteran Ground Forces. These special Ground Forces are much more powerful and have special rules governing them.
3.22 Space Mine Tokens
With the new Space Mines option, Cruisers have the ability to deploy space mines. Ships moving into a system that contains space mines could be destroyed before combat.
3.23 Mecatol Rex Custodian Tokens
These tokens represent guardians of Mecatol Rex.
3.24 Artefact Tokens and Objective Cards
These tokens represent four ancient relics of power that are hidden somewhere throughout the galaxy. Each artefact also has a corresponding Special Objective card worth 1 Victory Point to its controller.
3.25 Wormhole Tokens
Special Wormhole tokens have been included for use in optional map setups.
3.26 Agenda Cards
These cards replace the Political Card deck when playing the Fall of the Empire scenario.
3.27 Flagship Cards
Each of the 17 races now has the ability to build its own Flagship, a powerful warship with unique race-specific abilities. These optional ships may only be built by the appropriate race.
3.28 Mercenary Cards
These cards represent Mercenaries that players may hire using the new Trade III Strategy.
3.29 Promissory Note Cards
Players can now offer Promissory Notes in the Galactic Council. These new cards are used with the new Political II and Assembly II Strategy Cards.
3.30 Representative Cards
Each of the races has 3 Representatives that players may choose from to send to the Galactic Council. These optional cards are used with the new Political II and
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5
Assembly II Strategy Cards.
3.31 Treaty Cards
These cards are only used in the Fall of the Empire scenario. Players can make alliances with each other using these cards.
3.32 Space Domain Counters
These new counters are used with the Final Frontier option.
3.33 Mercenary Tokens
These tokens mark the locations of Mercenaries (a new type of unit) on the board. They are double sided to display whether the Mercenary is in space or on a planet. The appropriate battle value for each Mercenary is also displayed on each side.
3.34 Race-specific Technology Tokens
Special Tokens have been included for use with the Ghosts of Creuss’ and the Embers of Muaat’s special abilities.
4. Number of Players
These rules are written assuming that you will be playing TI with 6 players. TI plays just as well with fewer players, and rules for playing with 3-8 players are provided further on.
5. Suggested Play Area
The pictures suggest the optimal layout for both the Player Area and the Common Play Area.
6. Game Setup
Before you start playing, follow the steps below:
1. Separate the 10 Home Systems from the other hexagonal game board pieces. Randomize the Home Systems face down and allow every player to draw one at random. This process determines which race a player will control throughout the game. All players then take the Race Sheet, Control Markers, Trade Cards, and Command Counters corresponding to their race.
2. Each player selects one of the six available colours and takes the plastic units and Technology Deck
---
corresponding to that colour.
3. Find an area of the table that is convenient for all
players to reach. Designate this space the common
play area. Then shuffle the Action Card deck and
the Political Card deck and place them separately
in the common play area. Also place the Fighter
and Ground Force Supplement Counters in the
common play area.
4. Each player takes the individual Planet Cards
corresponding to the planets of his Home System
and places these face up in his play area. Place the
remaining cards, representing the neutral planets
at the start of the game, in the common play area.
5. Place all the Trade Goods Counters in a single pile
(the Trade Supply) in the common play area.
6. Now place the 8 Strategy Cards side by side
in numerical order with their active side up,
prominently in the common play area.
7. Create the Objective Deck, by following the
directions in the Preparing the Objective Cards
section. Do not forget to place the unused Secret
and Public Objective Cards back in the box, while
allowing no players to look at them.
8. Now place the Victory Point Track in the common
play area and place one Control Marker for each
player in the space marked “0”.
9. Players must now create the game board (or
Galaxy). Please read and carry out the instructions
for doing so in the Setting up the Galaxy paragraph
before proceeding.
10. After the Galaxy has been created, all players place
their setup units (as indicated by their Race Sheets)
on their Home Systems. If a Home System contains
several planets, any Space Dock, Ground Forces,
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7
e PDS podem ser colocados entre eles de acordo com
os desejos do jogador.
11. Todos os jogadores então encontram e colocam suas
cartas de Tecnologia iniciais viradas para cima em suas
respectivas áreas de jogo. Todos os jogadores agora
pegam seus Marcadores de Comando iniciais de seus
reforços, colocando-os em suas Fichas de Raça da
seguinte forma: 2 Marcadores de Comando na área de
Alocação de Estratégia, 3 Marcadores de Comando na
área de Reserva de Comando e 3 Marcadores de
Comando na área de Suprimento de Frota (com o lado
da Frota para cima).
Você está agora pronto para começar o jogo.
Reforços
Cada jogador mantém uma área de reforço consistindo
de suas unidades plásticas não utilizadas e Marcadores de
Comando. Sempre que um jogador constrói uma unidade,
ela é retirada de seus reforços disponíveis e, a partir de
então, colocada no tabuleiro. (Uma exceção a isso é o
marcador de Suplemento de Caça e Força Terrestre, veja
mais tarde). Sempre que um jogador recebe um novo
Marcador de Comando, ele é retirado de seus reforços
disponíveis e colocado em uma das três caixas
apropriadas em sua Ficha de Raça (Reserva de Comando,
Suprimento de Frota ou Alocação de Estratégia).
6.1 Preparando as Cartas de Objetivo
Antes do início do jogo, as Cartas de Objetivo Secreto
devem ser distribuídas e o Baralho de Objetivo Público
devidamente preparado. Primeiro, separe todas as Cartas
de Objetivo nos três tipos diferentes: Objetivos Secretos,
Objetivos Públicos Estágio I e Objetivos Públicos Estágio II.
Em seguida, prossiga para o seguinte:
1. Embaralhe as 10 Cartas de Objetivo Secreto e distribua
uma carta aleatória virada para baixo para cada
jogador. Todos os jogadores devem ler sua Carta de
Objetivo Secreto e então colocar a carta virada para
baixo em sua área de jogo. Um jogador nunca tem
permissão, por qualquer motivo, de mostrar a um
oponente sua Carta de Objetivo Secreto. Coloque as
Cartas de Objetivo Secreto restantes de volta na caixa,
não permitindo que nenhum jogador as veja.
2. Agora pegue as 10 Cartas de Objetivo Público Estágio II
e remova a carta Fim de Jogo. Embaralhe as 9 cartas
restantes do Estágio II e compre 3 cartas aleatórias (o
tempo todo mantendo-as escondidas de todos os
jogadores). Depois de comprar as 3 cartas aleatórias,
pegue a carta Fim de Jogo e embaralhe-a com as 3
cartas escolhidas aleatoriamente. Você deve agora ter
4 Cartas de Objetivo Público Estágio II aleatórias, uma
das quais é a carta Fim de Jogo. Coloque essas 4
cartas viradas para baixo em uma pilha na área de
jogo comum. Coloque as cartas restantes do Estágio II
de volta na caixa, não permitindo que nenhum jogador
as veja.
3. Em seguida, embaralhe as 10 Cartas de Objetivo Público
Estágio I e compre 6 cartas aleatórias. Coloque as 6
cartas em cima das 4 cartas do Estágio II, formando
agora um único baralho de 10 Cartas de Objetivo
Público na área de jogo comum. Este baralho sempre
consiste em 6 cartas aleatórias do Estágio I em cima de
4 cartas aleatórias do Estágio II (uma das quais é a
carta Fim de Jogo). Este baralho é o Baralho de
Objetivo Público.
NOTA: É importante que as Cartas de Objetivo não
utilizadas (Secretas, Públicas Estágio I e II) sejam
colocadas de volta na caixa para que permaneçam
escondidas dos jogadores antes e durante o jogo. Caso
contrário, jogadores experientes seriam capazes de deduzir
quais objetivos estão em jogo antes de serem revelados.
6.2 Montando a Galáxia
TI usa um tabuleiro de jogo único consistindo de múltiplas
peças hexagonais ("sistemas") que são reunidas em uma
combinação única no início de cada jogo. Antes de um
jogo de TI começar, os jogadores constroem a galáxia
seguindo estes passos:
1. Depois que todos os jogadores tiverem sorteado seus
Sistemas Natais, encontre o sistema Mecatol Rex e
coloque-o no meio da mesa. Em seguida, determine
aleatoriamente um jogador para ser o primeiro jogador.
Dê o Marcador de Orador ao primeiro jogador. Ele
então embaralha os 32 sistemas restantes, remove
aleatoriamente dois sistemas (colocando-os de volta
na caixa sem olhar para eles) e distribui cinco sistemas,
virados para baixo, para cada jogador. Os jogadores
podem olhar para seus sistemas distribuídos, mas não
devem mostrá-los aos outros jogadores.
2. O primeiro jogador agora seleciona um dos lados de
Mecatol Rex e arrasta seu Sistema Natal cerca de dois
pés em sua direção em linha reta, afastando-se do lado
escolhido (veja o diagrama). Então o jogador à sua
esquerda faz o mesmo, etc., até que todos os jogadores
tenham escolhido um lado e colocado seus Sistemas
Natais na mesa (note que o sexto jogador deve escolher
o último lado restante de Mecatol Rex). Os jogadores
devem agora mudar seus assentos ao redor da mesa
para melhor acomodar a colocação de seus Sistemas
Natais.
3. Em seguida, os jogadores, em ordem horária,
começando com o primeiro jogador, começam a criar a
galáxia colocando, um de cada vez, um único sistema
virado para cima adjacente ao sistema Mecatol Rex.
Depois que o primeiro anel ao redor de Mecatol for
completado, os jogadores continuam a colocar sistemas
no segundo anel até que este seja completado, e então
finalmente prosseguem para o terceiro anel.
Quando todos os sistemas são colocados, a galáxia é
finalmente criada. As seguintes regras se aplicam à
colocação de sistemas:
• Um sistema não pode ser colocado no segundo anel
antes que o primeiro anel que cerca Mecatol Rex tenha
sido completado. Da mesma forma, uma peça não pode
ser colocada no terceiro anel antes que o segundo anel
seja completado (veja o diagrama).
• Assim que a colocação correta para o seu Sistema
Natal estiver disponível, conecte o seu Sistema Natal
para cima adjacente ao sistema Mecatol Rex Depois que o primeiro anel ao redor de Mecatol for completado os jogadores continuam a colocar sistemas no segundo anel até que este seja completado e então finalmente prosseguem para o terceiro anel Quando todos os sistemas são colocados a galáxia é finalmente criada As seguintes regras se aplicam à colocação de sistemas Um sistema não pode ser colocado no segundo anel antes que o primeiro anel que cerca Mecatol Rex tenha sido completado Da mesma forma uma peça não pode ser colocada no terceiro anel antes que o segundo anel seja completado veja o diagrama Assim que a colocação correta para o seu Sistema Natal estiver disponível conecte o seu Sistema Natal
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8
System to the galaxy at its fixed spot (which is exactly
3 systems out from the chosen side of Mecatol Rex,
see diagram). Connecting your Home System is
automatic and does not cost you a placement turn.
• You may not place a Special System (with an inner
red border) adjacent to another Special System,
unless you have no other option.
• The order of placement switches counter clockwise
after all players have placed a round of tiles and yet
again clockwise after that, etc. This in effect will
make the player, who placed the last system, place
the first system in the next round (thus actually
placing two systems in a row). Example of turn
order: P1, P2, P3, P4, P5, P6, P6, P5, P4, P3, P2, P1,
P1, P2…
• If you placed a system that did not contain a planet
during your last placement, you must, if able, place
a system that does contain a planet during your next
placement. If you are unable to do so, you must
reveal your remaining systems to the other players
to prove this. Then place one of your available
systems.
When creating the board, the actual shape of the galaxy
and the position of Home Systems will differ depending
on the number of players. If you are playing a game with
less than six players, please consult the optional rules.
6.2.1 Game Setup with the systems from SE
Due to the addition of many new systems, players will
need to remove more random systems before setting
up the galaxy than specified in the base game. The
first player should place these systems back in the box
during setup without looking at them. Remove the
following systems instead of the systems specified on
the original rulebook:
• 3 Players: Remove 7 empty, 6 Special, and 18
Regular Systems (with planets).
• 4 Players: Remove 4 empty, 5 Special, and 14
Regular Systems (with planets).
• 5 Players: Remove 4 empty, 5 Special, 14 Regular
Systems (with planets), and 1 random system.
• 6 Players: Remove 4 empty, 5 Special, 14 Regular
Systems (with planets), and 2 random systems.
Larger Galaxy Games
With five or six players, players may wish to set up an
additional outer ring. To do this, fewer tiles are removed
during setup.
• 5 Players: Deal out every tile, so that each player
has 11 tiles. Then create the galaxy as normal.
(Unlike the standard 5 player setup described on the
original rules, no random system is placed adjacent
to Mecatol Rex.)
• 6 Players: Remove 1 random hex and then deal
out the rest, so that each player will have 9 tiles.
Then create the galaxy as described on the original
rulebook. However, in step 3 of Creating the Galaxy,
continue placing systems until there are 4, rather
than just 3, rings around Mecatol Rex.
6.2.2 Game Setup with the New Systems from SE+SotT
Due to the addition of many new systems, as well as the
systems introduced in Shattered Empire, players now
have more options when setting up the galaxy. Instead
of removing the systems specified on the original
rulebook, players create three piles of systems; one
pile of Special Systems (all systems with red borders),
one pile of empty systems (all systems with no planets),
and one pile of Regular Systems (all remaining non-
Home Systems). Without looking at the tiles, players
deal a number of random systems into a galaxy pile
and shuffle it. All remaining tiles are returned to the
game box without looking at them. Players then use the
systems in this galaxy pile to create the galaxy (following
all normal setup rules).
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9
• 3 Players: Shuffle together 3 Special, 5 empty, and
16 Regular Systems.
• 4 Players: Shuffle together 4 Special, 8 empty, and
20 Regular Systems.
• 5 Players: Shuffle together 4 Special, 8 empty, and
20 Regular Systems. Randomly remove 1.
• 6 Players: Shuffle together 4 Special, 8 empty, and
20 Regular Systems. Randomly remove 2.
• 7 Players: Shuffle together 9 Special, 12 empty, and
34 Regular Systems, randomly remove 2
• 8 Players: Shuffle together 9 Special, 12 empty, and
34 Regular Systems, randomly remove 3
• 5 Players (Larger Galaxy): Shuffle together 9 Special,
12 empty, and 34 Regular Systems.
• 6 Players (Larger Galaxy): Shuffle together 9 Special,
12 empty, and 34 Regular Systems. Randomly
remove 1.
7. The Game Round
After you have finished setting up the game, players will
begin playing the game by starting with the Strategy
Phase of the first game round. TWILIGHT IMPERIUM is
played over a consecutive number of game rounds with
each round consisting of the following phases:
1. The Strategy Phase
2. The Action Phase
3. The Status Phase
After every Status Phase, if no player has yet declared
victory, simply begin another game round starting
with another Strategy Phase, etc. In this way the game
continues, repeating the three phases above, until a
player has achieved 10 victory points or until another
game ending condition is met. Victory points are
generally claimed during the Status Phase as players
fulfil the requirements printed on the Public and
Secret Objective Cards. In order to meet these various
objectives, players must seek to expand their empires,
forge alliances with other races, negotiate for the best
outcome during the Galactic Council, and choose the
optimal Strategy Cards during the Strategy Phase.
7.1 Strategy Phase
During every Strategy Phase, each player must choose
one available Strategy Card from the common play area
(The chosen Strategy Card grants its player a special
ability during the upcoming Action Phase.) At the
beginning of every Strategy Phase, there are 8 possible
Strategy Cards (or strategies) that players may choose
from. These are:
• Warfare
• Political
• Trade
• Initiative
• Imperial
• Logistics
• Diplomacy
• Technology
Not only does the Strategy Card provide an important
ability, but it also determines the order of play (as
indicated by its number; see the related section
for more information on the order of play). At the
beginning of every Strategy Phase, the player who
controls the Speaker Token (the Speaker) may choose
the first Strategy Card from the common play area.
When selecting a Strategy Card, a player simply chooses
and takes an available Strategy Card from the common
play area and places it before him (with the active side
facing up). That card is now no longer available for
selection by the other players.
After the Speaker has picked his Strategy Card, the
other players, in clockwise order from the Speaker,
each select one of the remaining Strategy Cards. In
this way every player will pick an available Strategy
Card before the Action Phase begins. Note that being
farther clockwise from the Speaker gives a player an
increasingly limited choice of Strategy Cards (i.e., the
player to the immediate right of the Speaker will only
have three cards to choose from).
After all players have selected a Strategy Card, there will
be two cards remaining in the common play area. The
Speaker places a Bonus Counter on the two remaining
unchosen Strategy Cards. In this way, should a Strategy
Card not be picked for several consecutive rounds,
multiple Bonus Counters will accumulate on it.
The presence of Bonus Counters makes a Strategy Card
more attractive in subsequent rounds. When a player
selects a Strategy Card that contains one or more Bonus
Counters, that player may immediately exchange each
Bonus Counter for either a Trade Good or a Command
Counter (either of which is immediately placed on the
player’s Race Sheet).
After all players have chosen their Strategy Cards and
the Bonus Counters have been placed on the remaining
cards, the Strategy Phase ends and the game proceeds
to the Action Phase. Note that the last player to claim
the Speaker Token will keep the Speaker Token until
another player selects the Initiative card during a future
Strategy Phase.
7.1.1 Order of Play
Each Strategy Card has an Initiative Number printed
near its top. This number represents what place in the
order of play its owner will be. Thus, the player who has
the Initiative Strategy card is always first, followed by
the player who controls the Diplomacy Strategy card,
etc. The order of play, as dictated by the Strategy Cards,
is:
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10
1) Initiative Strategy
2) Diplomacy Strategy
3) Political Strategy
4) Logistics Strategy
5) Trade Strategy
6) Warfare Strategy
7) Technology Strategy
8) Imperial Strategy
When the turn order advances to an unchosen Strategy Card in the common play area, simply skip it and proceed to the next number. If, for example, no player picked the Initiative Strategy card during the Strategy Phase, the first player in the turn order would be the player who selected the Diplomacy Strategy.
7.2 Action Phase
The Action Phase forms the heart of TI. It is during the Action Phase that players will execute the special abilities of their Strategy Cards, produce new units at their Space Docks, conquer new planets, and move their fleets into battle. The Action Phase is resolved over a number of player turns in which each player may take a single action. Each player turn is taken in the order of play, with players one after the other taking one action to complete their turn. After the last player in the order of play has taken his turn, play returns once more to the first player in the order of play who may take an action, followed by the second player, and so on. In this way, players keep taking one action at a time, following the order of play, until all players have passed and the Action Phase ends. A player that is currently in the process of taking his turn (i.e., action) is called the active player.
When it is a player’s turn to take an action, he must execute one of the following:
• Strategic Action
• Tactical Action
• Transfer Action
• Pass
7.2.1 Strategic Action
A player must, at some point during the Action Phase, execute a Strategic Action (except for the player holding the Initiative Strategy Card, who has no Strategic Action). When a player chooses to take his Strategic Action, he first reads and then resolves the Primary Ability as printed on his Strategy Card. After the active player has finished resolving the Primary Ability, the other players, in clockwise order from the active player, may each spend one Command Counter from their Strategy Allocation area on their Race sheet to execute the Secondary Ability of the current Strategy Card.
Special Exception: Players do not have to spend a Command Counter from their Strategy Allocation area when executing the Secondary Ability of the Logistics Strategy Card.
• The active player may never execute the Secondary Ability of his own Strategy Card. After all players have completed (or passed on) the Secondary Ability, the active player’s Strategy Card is flipped over onto its Inactive side and the player action is over. A player may only take one Strategic Action per round. Likewise, a player may only execute any given Secondary Ability once (but a player may, if he has a sufficient number of Command Counters in his Strategy Allocation area, participate in the Secondary Ability of several Strategy Cards).
• The initiative number on each Strategy Card only determines the order of play. Players may execute their Strategic Action at a time of their choosing, regardless of its initiative number. It is likely, for example, that the player holding the Trade Strategy will take his Strategic Action before the player holding the Logistics Strategy, even if the Logistics Strategy has a lower initiative number. Details for each specific Strategy Card can be found in the following sections.
7.2.2 Tactical Action
The Tactical Action is the primary function for engagement on the game board. It is during a Tactical Actions that you will move your fleets on the board, engage in space battles, transport your Ground Forces to new planets, build new units, etc. The process of taking a Tactical Action always follows the Activation Sequence below:
1. Activate a system
2. Move ships into the system
3. PDS fire
4. Space Battle
5. Planetary Landings
6. Invasion Combat
7. Produce Units
Except for the first step (the activation itself), each individual step of the Activation Sequence is only resolved if the condition for its resolution applies or is initiated by the active player.
A player, for example, may activate a system to produce new units there during step 7, but does not necessarily have to move any ships into the system during step 2. Or, a player may activate a system and move ships into the system, but if the system contains no enemy ships, there is no Space Battle during step 4, etc. On the other hand, step 2 through 7 cannot be executed unless preceded by the initial activation. If a player has no Command Counters left in his Command Pool, he cannot take a Tactical action, and therefore not move ships, fight battles, produce units, etc.
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11
“Friendly” and “Enemy”
When the cards and rules of TI refer to a “friendly” unit
or planet, it refers to a unit or planet belonging to you
(i.e., a single player). Although you may have an alliance
or be personally friendly with another player, for the
purposes of TI rules, only your own units and planets are
“friendly”. When the rules refer to an “enemy” planet
or unit, it refers to any unit or planet not controlled by
you (i.e., controlled by any other player). Even though
you may have an alliance with another player, and
even though you may consider the other players your
personal friends, for the purposes of TI rules, the units
and planets of other players are considered “enemy.”
Activation Sequence in Detail
Below, each step in the Activation Sequence is described
in detail. Rules for how to resolve Space Battles and
Invasion Combat can be found on subsequent pages.
1) Activate a System
Take an available Command Counter from your
Command Pool and use it to activate a system by
placing the Command Counter directly on a system
(place the counter face up so that your race’s insignia
is showing). You cannot activate a system if one of your
Command Counters has already been placed in the
system (by a prior activation or by other means). You
can, however, activate a system that contains one (or
more) Command Counters belonging to other races
(you may ignore their presence). A system that contains
a player’s Command Counter is considered to have
been activated by that player.
In summary: When the TI rules and cards refer to an
“activated” system, this means a system that contains a
Command Counter of the player in question. As a general
rule, for purposes of activation and movement, a player can
ignore the presence of Command Counters on the board
belonging to other players.
This means, for example, that every race can activate a
specific system. In such a case, that system would contain a
Command Counter from each race and would be considered
“activated” by all players. Although the Command Counters
on the board belonging to other players do not limit where
you may activate a system, it can be helpful to study which
systems an opponent has activated, since those system
cannot be activated again by that player this round, nor can
his ships in his activated systems move.
2) Move Ships into System
After you have activated a system, you may move
friendly ships (within movement range) into the
activated system. Only movement into the activated
system is allowed.
The rules for moving ships during a Tactical Action are
as follows:
◦◦Every ship (except for Fighter units, which move with
Carriers or War Suns) has a movement value found on
the unit table located on every player’s Race Sheet.
A movement of 1 indicates that a ship can move
from its current system into an adjacent system. A
movement of 2 indicates that the ship may move up
to two systems from its current system, etc.
◦◦A Carrier/War Sun may pick up Ground Force and
PDS units at any stage during the movement step
(before, during, and even in the activated system
itself). Ground Force and PDS units aboard a Carrier,
however, cannot be dropped off by the Carrier
until the Planetary Landing step of the Activation
Sequence. If the last Ground Force unit on a planet is
picked up by a Carrier, the owner of the planet must
place a Control Marker on the planet to indicate that
he controls it.
◦◦A ship is never allowed to move through a system
occupied by enemy ships (except Fighters). The only
way to enter a system that contains enemy ships is to
activate that system itself.
◦◦A ship may not move if it is located in a system that
already has been activated by the active player (i.e.,
contains a friendly Command Counter placed prior
to the current activation). It therefore follows that,
once a ship has moved into an activated system,
the very Command Counter used for the activation
will prevent the ship from moving again during the
same round. Ships are allowed to move through
systems containing friendly Command Counters.
Certain effects by Strategy or Action Cards can
remove Command Counters from the board, allowing
systems to be activated again by the same player (and
allowing any friendly units in such a system to move
again, etc).
In summary: Only ships that can actually enter the activated
system may move. Ships that are out of movement range,
that need to pass through a system containing enemy
units, or are in a system already activated, may not move.
Remember, any ship moving must always end its movement
in the system that was just activated. See the detailed
graphical example of a Tactical activation and movement.
again during the same round Ships are allowed to move through systems containing friendly Command Counters Certain effects by Strategy or Action Cards can remove Command Counters from the board allowing systems to be activated again by the same player and allowing any friendly units in such a system to move again etc In summary Only ships that can actually enter the activated system may move Ships that are out of movement range that need to pass through a system containing enemy units or are in a system already activated may not move Remember any ship moving must always end its movement in the system that was just activated See the detailed graphical example of a Tactical activation and movement
3) PDS Fire
After the active player has finished moving his ships
into the activated system, enemy PDS in range may fire
at the active player’s fleet. For every hit, the activating
player must remove a casualty from the fleet (note
that Dreadnoughts and War Suns can take one Damage
before they are destroyed). After enemy PDS units have
fired, any PDS in range owned by the active player may
then fire at enemy ships in the activated system. For
more details on PDS units, see the specific section.
4) Space Battles
First determine whether a Space Battle will occur in the
activated system. If the active player has moved one or
more ships into a system that contains ships controlled
by an opponent (even a Fighter) a Space Battle must
be initiated between the two players. A Space Battle
will continue until only one player has ships remaining
in the system. If a Space Battle is initiated, the active
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12
player is the Attacker and the player whose ships were
in the system before activation is the Defender. For
complete rules of how to resolve a Space Battle, please
see the Space Battles section.
5) Planetary Landings
After any Space Battles are completed, the active player
may now commence Planetary Landings by landing
Ground Force and PDS units from his Carriers onto
planets in the activated system. If a system contains
multiple planets, the active player may split any landing
forces between them in any way he sees fit, but may
not change his mind once the Invasion Combat step
begins. There are three types of Planetary Landings
◦◦Friendly Landing: A player lands units on a planet
already under his control. Simply add the new units
to the ones already there, if any.
◦◦Neutral Landing: A player lands units on a neutral
planet (i.e., a planet controlled by no other player).
After landing at least one Ground Force unit on
the neutral planet, the active player takes the
corresponding Planet Card from the Planet Deck and
places it exhausted in his play area. Note that only
a Ground Force unit can take over a planet. If a PDS
unit lands alone on a neutral or enemy planet, it is
immediately destroyed.
◦◦Hostile Landing (also called an Invasion): A player
lands units on a planet containing one or more of an
enemy player’s Ground Force units. This will result in
an Invasion Combat during the Invasion Combat step.
If a player lands units on a planet that is controlled
by an opponent, but does not contain any enemy
Ground Forces, the planet falls without resistance. The
invader simply removes the opponent’s Control Marker
and takes the corresponding Planet Card from the
opponent, placing it exhausted into his play area.
6) Invasion Combat
After planetary landings, should any planet contain
Ground Forces of two different players, that planet
must now engage in Invasion Combat. If a system has
several planets engaged in Invasion Combat, the battles
are resolved one at a time in the order decided by the
active player.
Landing PDS units with an Invasion: The invading
player is allowed to land PDS units with his Ground
Forces during the Planetary Landings step. Such PDS
units do not participate in Invasion Combat, nor can
they be taken as a combat casualty. If the last invading
Ground Force unit is destroyed during Invasion Combat,
all invading PDS are immediately destroyed with no
further effect. Details for how to resolve Invasion
Combat are found in the Invasion Combat section.
7) Produce Units
As the final step of a Tactical Action, the active player
may produce new units at one or more friendly Space
Docks in the activated system. During this step, it is also
possible for the active player to produce a new Space
Dock unit on an eligible planet in the activated system
(provided that the planet has been under the player’s
control for the entire round). See more information on
how to produce units under the Space Dock
Concluding a Tactical Action
After resolving the steps of the Activation Sequence
(Activate a system, Movement, PDS fire, Space Battles,
Planetary Landings, Invasion Combat, and Production),
the Tactical Action is over and the opportunity to take
an action proceeds to the next player in the order of
play.
Definition of a Fleet
For the purposes of the TI rules and cards, a fleet is
defined as all spaceships (Fighters, Cruisers, Carriers,
Dreadnoughts, Destroyers, and War Sun units)
controlled by one player in one system at any given
time.
Example of Activation and Movement
In the example, the N’orr player has just initiated a
Tactical Action during the Action Phase. As the first
step, he takes a Command Counter from his Command
Pool and places it on the system occupied by the Xxcha
fleet and planet.
After activating the system, he proceeds to the second
step in the Activation Sequence. As the N’orr player
may now move ships into the activated system, his
movement options are as follows:
1) The Dreadnought has a movement rate of 1. Since
the activated system is 2 spaces away, it is too far
preventing the Dreadnought from moving into the
activated system.
2) Although these two Cruisers are in two different
systems, they each have a movement rate of 2, which
allows them to reach the activated system. The two
Cruisers may move into the activated system. The
top Cruiser will move through a system that contains
another N’orr Command Counter, which is perfectly
legal.
3) This fleet of one Destroyer, one Carrier and four
Fighters are all within movement range, and may
all move into the activated system. If he wishes, the
N’orr player may split the fleet and only move some
of the ships (although the Fighters should stay with
the Carrier).
4) These two Destroyers are within movement range of
the activated system, but their system was already
activated earlier by the N’orr player. This prevents
them from moving to the activated system.
5) This N’orr Cruiser is within movement range to reach
the activated system, but it cannot move through
the Supernova or through the system containing two
Xxcha Destroyers. This prevents the Cruiser from
moving to the activated system.
fleet of one Destroyer one Carrier and four Fighters are all within movement range and may all move into the activated system If he wishes the N orr player may split the fleet and only move some of the ships although the Fighters should stay with the Carrier 4 These two Destroyers are within movement range of the activated system but their system was already activated earlier by the N orr player This prevents them from moving to the activated system 5 This N orr Cruiser is within movement range to reach the activated system but it cannot move through the Supernova or through the system containing two Xxcha Destroyers This prevents the Cruiser from moving to the activated system
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13
After moving units into the activated system (being
careful not to exceed his Fleet Supply) the N’orr player
will engage in Space Battle against the Xxcha fleet there.
7.2.3 Transfer Action
The Transfer Action is a simple reorganization of units
that cannot be effectively handled by the Tactical
Action. The Transfer Action simultaneously activates
two adjacent systems that only contain units belonging
to the active player and allows units in either system
to simultaneously move between the two systems. In
addition to this movement, the active player may also
produce units in one of the two systems if a Space
Dock is present in either. The process of taking a
Transfer Action always follows the steps of the Transfer
Sequence:
1) Activate two systems
2) Movement between systems
3) PDS Fire
4) Planetary Landings
5) Production (in one system)
Transfer Sequence in detail
1) Activate two Systems
After announcing a Transfer Action, the active player
takes one Command Counter from his Command Pool
and activates a system by placing the Command Counter
upon it. Then the active player takes a Command
Counter from his reinforcements and activates another
system adjacent to the one just activated. Both activated
systems must contain at least one unit controlled by the
active player and must contain absolutely no enemy
units (including Ground Forces and PDS).
Reminder: When activating a system, the active player
places a Command Counter physically on the system itself
(with his race insignia facing up). It is never possible for a
player to activate a system that is already activated (i.e.,
already contains one of his Command Counters).
2) Movement
The active player may now move friendly ships
between the two activated systems. As during a Tactical
Action, Fighters, PDS, and Ground Force units must be
transported by Carrier/War Sun.
3) PDS Fire
After the active player has finished moving, enemy
PDS in range may fire at the active player’s fleets in the
activated systems. PDS units that are in range of both
activated systems may fire at only one of the systems,
not both.
4) Planetary Landings
During this step, any Ground Force and PDS units
onboard Carriers in the activated systems may land
on friendly planets in their system. Note that during a
Transfer Action you may only land forces on friendly
systems, not neutral planets or planets containing an
enemy Control Marker.
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5) Production
The active player may now produce units at his Space Docks em um dos sistemas ativados (mas não em ambos).
7.2.4 Passing
Se um jogador não desejar realizar nenhuma ação adicional, ele pode optar por passar. Um jogador só pode passar se já tiver realizado sua Ação Estratégica (exceto o jogador que controla a Estratégia de Iniciativa, que não tem Ação Estratégica). Todos os jogadores devem, portanto, em algum momento durante a Fase de Ação, realizar sua Ação Estratégica (e assim permitir que outros jogadores executem a Habilidade Secundária de sua Carta de Estratégia).
Depois que um jogador passa, ele não pode mais realizar nenhuma ação adicional nesta rodada. Quando normalmente seria a vez dele na ordem de jogo, simplesmente pule-o e prossiga para o próximo jogador.
Exceção: Um jogador que passou pode executar a Habilidade Secundária de Cartas de Estratégia que são resolvidas mais tarde durante a fase. Exemplo: Depois de realizar várias ações, incluindo sua Ação Estratégica, o jogador Xxcha decide passar. Depois disso, o jogo continua por vários ciclos adicionais até que o jogador Letnev decida realizar sua Ação Estratégica. Depois que o Letnev resolveu a Habilidade Primária da Carta de Estratégia, os outros jogadores, incluindo o Xxcha, podem executar sua Habilidade Secundária.
7.2.5 Fim da Fase de Ação
A Fase de Ação continua, repetindo a ordem de jogo, até que todos os jogadores tenham passado. Isso poderia potencialmente resultar em um jogador restante realizando várias ações consecutivas, enquanto todos os outros jogadores, tendo passado, devem esperar que ele termine suas ações. Uma vez que todos os jogadores tenham passado, o jogo prossegue para a Fase de Status.
7.3 Fase de Status
A Fase de Status, quando comparada à Fase de Estratégia ou Ação, é uma experiência direta. É durante a Fase de Status que muitas das funções do jogo são redefinidas, como jogadores atualizando Cartas de Planeta, descartando Contadores de Comando do tabuleiro, etc. É também durante a Fase de Status que os jogadores podem ganhar pontos de vitória ao atender aos requisitos de uma Carta de Objetivo Público e/ou Secreto.
Para resolver a Fase de Status, siga a Sequência de Status abaixo:
1. Qualificar-se para Cartas de Objetivo Público/Secreto
2. Reparar Naves Danificadas
3. Remover Contadores de Comando
4. Atualizar Cartas de Planeta
5. Receber 1 Carta de Ação e 2 Contadores de Comando
6. Redistribuir Áreas de Comando
7. Devolver Cartas de Estratégia
Fase de Estratégia ou Ação é uma experiência direta É durante a Fase de Status que muitas das funções do jogo são redefinidas como jogadores atualizando Cartas de Planeta descartando Contadores de Comando do tabuleiro etc É também durante a Fase de Status que os jogadores podem ganhar pontos de vitória ao atender aos requisitos de uma Carta de Objetivo Público e ou Secreto Para resolver a Fase de Status siga a Sequência de Status abaixo 1 Qualificar se para Cartas de Objetivo Público Secreto 2 Reparar Naves Danificadas 3 Remover Contadores de Comando 4 Atualizar Cartas de Planeta 5 Receber 1 Carta de Ação e 2 Contadores de Comando 6 Redistribuir Áreas de Comando 7 Devolver Cartas de Estratégia
Sequência de Status em detalhe
1) Qualificar-se para Objetivos públicos/secretos
Na ordem de jogo, cada jogador pode anunciar que atendeu aos requisitos de uma Carta de Objetivo Público virada para cima e/ou sua Carta de Objetivo Secreto. Depois que um jogador anuncia que atendeu aos objetivos de uma Carta de Objetivo Público virada para cima, ele deve provar aos seus oponentes que sua reivindicação é válida. Depois de fazer isso, o jogador coloca um de seus Marcadores de Controle na Carta de Objetivo reivindicada (indicando que ele reivindicou esse objetivo) e, em seguida, avança seu Marcador de Controle na Trilha de Pontos de Vitória o número apropriado de espaços. Uma vez que um jogador tenha recebido Pontos de Vitória por uma Carta de Objetivo específica, ele não pode se qualificar para essa Carta de Objetivo novamente. Além disso, se um jogador atendeu aos requisitos de sua Carta de Objetivo Secreto, ele pode agora revelar a carta, provar que seus objetivos foram atendidos e, em seguida, reivindicar seus pontos de vitória.
Exceção Importante: Um jogador nunca pode se qualificar para uma Carta de Objetivo Público ou Secreto se não controlar todos os planetas em seu Sistema Natal.
Vencendo o Jogo: quando um jogador avança seu Marcador de Controle para o 10º passo da Trilha de Pontos de Vitória, ele ganhou o poder necessário para reivindicar o Trono Imperial em Mecatol Rex. Os Guardiões Winnaran se afastarão para seu novo imperador, que deve levar a galáxia a uma nova era de prosperidade e paz. À medida que os jogadores, um de cada vez, se qualificam para Cartas de Objetivo seguindo a ordem de jogo, um jogador sempre alcançará 10 pontos de vitória primeiro. Esse jogador é o vencedor do jogo, mesmo que outros jogadores também tivessem alcançado 10 ou mais pontos de vitória mais tarde na ordem de jogo.
Também é possível para um jogador vencer o jogo durante esta etapa se ele for o primeiro a atender aos requisitos da carta "Supremacia" ou "Dominação" (desde que qualquer uma das cartas esteja virada para cima na área de jogo comum).
A Carta de Objetivo "Imperium Rex": enquanto a Habilidade Primária da carta de Estratégia Imperial é resolvida, é possível que a carta de objetivo "Imperium Rex" seja retirada do Baralho de Objetivos. Quando esta carta é retirada, o jogo termina imediatamente e um vencedor é declarado. O vencedor é o jogador que tem mais pontos de vitória (o jogador ativo não recebe os 2 pontos de vitória). Se houver um empate, o maior número de Cartas de Objetivo resolvidas desempata; se ainda houver um empate, o maior número de planetas, depois Contadores de Comando não utilizados e, em seguida, o número total de Contadores de Comando na Ficha de Raça de um jogador. Se ainda houver empate, o jogo termina em empate entre os jogadores empatados.
2) Reparar Naves Danificadas
Todas as unidades de Dreadnought e War Sun danificadas são retornadas à sua posição vertical normal no tabuleiro de jogo. Elas não são mais consideradas danificadas.
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3) Remove Command Counters
Each player now removes all his Command Counters from the game board, placing them in his reinforcements pile.
4) Refresh Planet Cards
Each player refreshes his exhausted Planet Cards by turning them face up.
5) Players receive 1 Action Card and 2 Command Counters
Each player now receives one Action Card from the Action Card deck and two Command Counters from his reinforcements (placing each Command Counter in either of the three appropriate areas of his Race Sheet).
6) Redistribute Command Areas
Each player (in order of play, if necessary) may now redistribute the Command Counters between the Strategy Allocation, Command Pool, and Fleet Supply areas on his Race Sheet. If a player reduces the number of Command Counters in his Fleet Supply, remember to check that all of his fleets on the board are in compliance with his new fleet size limit.
7) Return Strategy Cards
Each player now returns his Strategy Card to the common play area. Here the eight Strategy Cards will be ready for the beginning of the next game round.
7.4 End of a Round
After the Status Phase has been completed (and provided no winner has yet emerged), the game round is over and another game round begins with a new Strategy Phase. In this way, the game is played over a series of game rounds until a winner has been determined.
8. Space Battles
If the active system contains ships belonging to the active player and ships belonging to an opponent, a Space Battle must be fought. A Space Battle is fought over a consecutive number of combat rounds until only ships of one player remain (or the ships of both players have been simultaneously destroyed).
8.1 Before Combat
Before the actual Space Battle begins, resolve any pre-combat actions such as Destroyer Anti-Fighter Barrage and then Sabotage Runs (the Sabotage Run is an optional rule).
8.1.1 Destroyer Anti-Fighter Barrage
Before the first round of Space Battle, roll two dice for each Destroyer unit in the battle. For every result equal to or higher than the Destroyer’s combat value (all combat values can be found on the unit table on every player’s Race Sheet), the opponent must take one Fighter unit as an immediate casualty. Such eliminated Fighter units are removed immediately and placed back among a player’s reinforcements; they do not receive return fire and will not participate in the upcoming Space Battle. A fleet containing no Fighter units is unaffected by pre-combat Destroyer fire.
8.2 Battle Round
After finishing any before combat actions, continue to the actual combat. A Space Battle always follows the Space Battle Sequence:
1. Announce withdrawals/retreats
2. Roll combat dice
3. Remove casualties
4. Execute withdrawals/retreats
After step 4, if both players still have ships remaining in the system, repeat the Space Battle Sequence until only one player has ships remaining, or all ships in the system have been destroyed.
Space Battle Sequence in detail
1) Announce Retreats/Withdrawals
The attacker first has the option to announce his withdrawal from battle. If the attacker chooses not to declare a withdrawal, then the defender may declare a retreat. Note that if the attacker does decide to withdraw, the defender may not declare a retreat. Any actual withdrawals/retreats occur at the last step of the combat phase. This means that all Space Battles will have at least one round of combat.
2) Roll Combat Dice
During this step, both players simultaneously roll one combat die for every one of their spaceships in the battle (with the exception of the War Sun, which rolls three dice). For each result that is equal to or higher than the combat value of its ship, a hit is scored (all base combat values can be found on the unit table on a player’s Race Sheet). Players must remember the total number of successful hits as they move to the next step.
Example: The attacking player has a fleet of three Cruisers and one Dreadnought. During the first battle round, he rolls for his attacking ships. He takes three dice for the Cruisers (Combat Value 7) and rolls a 2, 5, and 7 – one hit. Then he takes one die for his Dreadnought and rolls a 6 – a hit. The attacking player announces that he has inflicted a total of two hits on the defending fleet. The defending player has two Fighters (supported by a Space Dock in the system) and one Destroyer. He takes two dice for the Fighter units and rolls a 3 and a 5 – both misses. Then he takes one die for his Destroyer and rolls a 0 (a 10) – a hit. The defending player announces that he has inflicted one total hit on the attacking fleet.
3) Remove Casualties
Each player must now take a number of casualties equal to the number of hits scored by the opponent in step
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2. First the attacking player removes his casualties. For every casualty, he must destroy one of his ships of his choice or damage one of his Dreadnoughts or War Suns (if a damaged Dreadnought or War Sun receives a second hit, it is destroyed). Destroyed ships are placed among a player’s reinforcements, and become available for production once again. After the attacking player has removed all his casualties, the defending player must then remove his casualties. Note that whenever a player removes casualties in TI, the casualty is always determined by the affected player. Since Fighters are the cheapest unit to produce, they make effective cannon fodder and are thus typically among the first units to be chosen as casualties.
Example: The defending player scored one hit. The attacking player then chooses to damage his Dreadnought (soaking up a casualty). The attacker scored a total of two hits. The defending player chooses to remove two Fighter units as casualties and places them back with his reinforcements.
4) Execute Withdrawals/Retreats
If the attacking player announced a withdrawal or the defending player announced a retreat during step 1 of the Space Battle Sequence, that player may now execute the withdrawal/retreat, following the rules below.
A withdrawal or retreat is not allowed if, at this point in the battle, the opposing player has no units left in the system. Even if a player announced a withdrawal or retreat at the beginning of the combat round, if he has somehow managed to destroy all the opposing units, the withdrawal/retreat is cancelled and the units must remain in the system.
When executing a withdrawal or retreat, a player must withdraw his entire fleet to an adjacent system that has previously been activated by the withdrawing/retreating player that contains no enemy ships (but it can contain enemy planets with GFs, PDS and Space Docks). If a player has no previously activated systems adjacent to the contested system, he may not withdraw or retreat. (Changed in the Online Errata)
After a successful withdrawal or retreat, make sure that the withdrawing/retreating player is still in compliance with his Fleet Supply (see rules for Fleet Supply) and has sufficient Fighter capacity (see the Fighter unit description) in the new system. If not, he must immediately destroy the excess ships.
End of Space Battle
After the first Space Battle round is completed, if both players still have surviving ships in the system, another Space Battle round begins. This continues until only one player has ships in the system (or the ships of both players have been eliminated).
Receiving Planet Cards
Whenever a player receives a Planet Card, by either successfully taking over a neutral planet or by successfully invading an enemy planet, he claims the corresponding Planet Card and places it exhausted in his play area. A newly claimed Planet Card is always received exhausted, even if the previous owner had not yet exhausted it.
8.3 Space Battle Example
In this example, the Xxcha player has just activated a N’orr system, moving a fleet of one Carrier unit (carrying two Ground Forces), three Fighter units (also supported by the Carrier) and one Cruiser unit. As the N’orr has two Destroyer units in the battle, and the Xxcha has Fighter units, the N’orr Destroyers each will roll two dice for their pre combat Destroyer Anti Fighter Barrage. The results are 2, 2, 5, and 6 (all misses). The players then proceed to the first step of the Space Battle Sequence. The Xxcha player announces that he will not withdraw, and the N’orr player announces that he does not wish to retreat.
The Xxcha player now rolls combat dice for his units. His Fighters roll a 3, 5, and a 10 (one hit), his Carrier a 6 (a miss), and finally his Cruiser a 8 (one hit). The Xxcha player announces that he has made 2 successful hits. Then the N’orr player rolls three combat dice for his spaceships. The N’orr Cruiser rolls a 8 (a hit) and the two Destroyer units roll a 9 and a 10 (both hits). The N’orr player announces that he has made 3 successful hits. As casualties, the Xxcha player elects to destroy three Fighter units. The N’orr player removes his two Destroyer units.
The second round of Space Battle combat now begins. The Xxcha player declares that he will not withdraw and the N’orr that he will not retreat. The Xxcha player then proceeds to roll a 9 with his Cruiser (hit), and 1 with his Carrier (a miss). The N’orr player rolls a 3 with his Cruiser (a miss). As he must sustain one casualty, the N’orr player must destroy his remaining Cruiser, and the Space Battle is now over with the Xxcha player victorious. During the Planetary Landings step of the Activation Sequence, the Xxcha plans to land the two Ground Forces on the N’orr planet, starting an Invasion Combat.
orr player removes his two Destroyer units The second round of Space Battle combat now begins The Xxcha player declares that he will not withdraw and the N orr that he will not retreat The Xxcha player then proceeds to roll a 9 with his Cruiser hit and 1 with his Carrier a miss The N orr player rolls a 3 with his Cruiser a miss As he must sustain one casualty the N orr player must destroy his remaining Cruiser and the Space Battle is now over with the Xxcha player victorious During the Planetary Landings step of the Activation Sequence the Xxcha plans to land the two Ground Forces on the N orr planet starting an Invasion Combat
9. Invasion Combat
After the active player has landed one or more Ground Force units during the Planetary Landings step of a Tactical Action, an Invasion Combat must be fought if the destination planet holds any enemy Ground Force units. Invasion Combat is executed almost identically to Space Battle, with the notable exception that no withdrawals or retreats are allowed.
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9.1 Before Combat
Before the actual Invasion Combat begins, players
must resolve pre-combat actions such as planetary
bombardments and defensive PDS fire.
9.1.1 Bombardments
Dreadnought and War Sun units in the activated system
may bombard a planet before the player undertakes
Invasion Combat (exception: a War Sun unit may
bombard a planet even if no Invasion Combat is about
to take place). Simply roll one combat die for every
Dreadnought, three for every War Sun, and remove one
enemy Ground Force on the contested planet for every
result equal to or higher than the combat value of the
bombarding unit. Remember that a Dreadnought may
not bombard a planet that contains at least one enemy
PDS due to the presence of a planetary shield. Ground
Forces destroyed by bombardment are removed
immediately, do not receive return fire, and will not
participate in the upcoming Invasion Combat.
9.1.2 PDS Fire
After the attacking player has finished his bombardment,
the defending player may fire a single shot with each
PDS unit on the contested planet. The defending player
rolls a die for every PDS unit present, and for every
result equal to or greater than the combat value of
the PDS unit, an invading Ground Force is destroyed.
Attacking Ground Force units destroyed by defending
PDS do not receive return fire and will not participate in
the upcoming Invasion Combat.
9.2 Invasion Combat Round
After any bombardment and defensive PDS fire has
been resolved, the players proceed to the Invasion
Combat. Like a Space Battle, Invasion Combat is fought
over a series of consecutive combat rounds until only
one player’s Ground Forces (or none) remain. To resolve
an Invasion Combat round, follow the Invasion Combat
Sequence:
1. Roll combat dice
2. Casualties are removed
Combat Sequence in detail
1) Roll Combat Dice
Both players simultaneously roll one die for every
friendly Ground Force unit on the planet. For every
result equal to or higher than the combat value of the
Ground Force unit, the player scores a hit. Players must
remember their total number of successful hits as they
move to the next step.
2) Remove Casualties
Each player must now take a number of Ground Force
unit casualties equal to the number of hits scored by the
opponent in step 1. Casualties are, as always, returned
to a player’s reinforcement pile. If, at this point, both
players still have Ground Force units remaining on the
planet, another Invasion Combat round is initiated.
This continues until only one (or no) player has Ground
Force units left on the planet.
3) Invasion Success?
If all defending Ground Forces were destroyed and at
least one attacking Ground Force survived the battle,
the invasion is a success. All defending PDS units
and any Space Dock on the planet are immediately
destroyed. The attacking player then claims the Planet
Card from the previous owner and places it, exhausted,
into his play area. Since combat is simultaneous, it is
possible that all the Ground Forces on both sides were
destroyed. If this is the case, the defending player
retains control over the planet and simply places one
of his Control Markers on the vacant planet to indicate
this.
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10. Other Game Concepts and Rules
10.1 Races
10.1.1 Winnaran Yellow Technology Specialty
The Winnaran home world is unique in that it is the only
planet with a yellow (general) technology specialty. This
yellow technology specialty works exactly like the red,
green, and blue technology specialties except that the
yellow technology specialty does not count for the
purpose of fulfilling objectives.
10.1.2 Saar Space Docks
As described on their race sheet, the Clan of Saar’s
Space Docks have a base movement of 1. The following
rules also pertain to Saar Space Docks:
• Saar Space Docks may only be built in a system
containing a planet that you have controlled for the
entire game round.
• Saar Space Docks do not count as ships and
therefore do not count towards Fleet Supply and do
not participate in Space Battles.
• Saar Space Docks are never blockaded; they are
simply destroyed if present with enemy ships.
• Ground Forces and PDS units built in systems
containing Saar Space Docks may be placed on any
planet you control in the system, or they may go on
a Carrier. If you do not have a planet or Carrier in the
system to place Ground Force or PDS units on, you
may not build them.
10.1.3 Arborec Green Technology Specialty
The Arborec home world is unique in that it is the only
home planet with a green Technology specialty. This
green Technology specialty works exactly like it would
on any other planet and can even count for the purpose
of fulfilling objectives.
10.1.4 Ghosts of Creuss Home Systems
The Ghosts of Creuss have two separate Home Systems
connected by a D Wormhole. Both of these systems
are considered Home Systems for the purpose of card
and game effects. During setup, the Ghosts of Creuss
player only places the hexagonal tile in the galaxy. He
places the non hexagonal tile in front of him. Also, the D
Wormhole is considered a Wormhole for the purposes
of card and game effects.
10.2 Systems
There are three types of systems in TWILIGHT
IMPERIUM:
10.2.1 Home Systems (Interior Yellow Border)
These represent the starting systems for each of the
10 great races. At the beginning of the game, players
randomly draw one of these systems to determine
which race they will play.
10.2.2 Special Systems (Interior Red Border)
The Special Systems represent five unique types of
interstellar terrain, governed by the following rules:
Asteroid Field
A player’s ships may not move through an Asteroid Field
unless that player has gained the Anti-mass Deflector
(B) technology. If a player does have the required
technology, he may move his ships through an Asteroid
Field, but it is never possible, by any means, for a ship to
end its movement in an Asteroid Field. An Asteroid Field
may never be activated.
Nebula
A Nebula is governed by the following rules:
A Fleet defending a Nebula receives +1 to its combat
rolls during any Space Battle here
Ships can never move through a Nebula (but ships can
move into a Nebula via normal activation)
A ship leaving a Nebula always has its movement
reduced to 1 (regardless of technology modifiers and
Action Cards).
Supernova
These fiery dying stars are incredibly dangerous and
absolutely impassable. A Supernova may never be
activated.
Ion Storms
Ships may never move through an Ion Storm (however,
ships can move into an Ion Storm via normal activation).
PDS Cannons may never be fired at ships inside an Ion
Storm.
Fighters do not roll any dice during combat inside an
Ion Storm. However, Fighters may still be taken as
casualties.
Gravity Rift
Ships may move into and through a Gravity Rift. When
a ship moves out of (or through) a Gravity Rift, its
controlling player must roll a die. On a roll of 1–5, the
ship is destroyed. If there are multiple ships moving out
of a Gravity Rift on the same activation, a separate roll
must be made for each ship. If a Carrier is destroyed,
all Ground Force and Fighter units being carried by that
Carrier are also destroyed.
10.2.3 Regular Systems
Regular systems are either empty, or contain one to two
planets. Some regular systems also contain an end of
either the Alpha or Beta Wormhole. The large majority
of the TI galaxy consists of regular systems, and they
form the battlegrounds and points of contention for
the great races. Although considered a regular system,
the Mecatol Rex system always forms the centre of the
galaxy and is never randomly distributed to players
before the galaxy is created.
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Refresh Abilities
Some regular systems have Refresh abilities that may be used during the Status Phase. A Refresh ability is indicated on the hex by an icon to the right of the planet name and is detailed in the text of the corresponding planet card. During the Status Phase, immediately after refreshing planet cards, you may exhaust one or more planets with the Refresh ability to gain the special abilities listed on their planet cards. When you exhaust a planet to gain its ability, you do not gain its resources. Refresh abilities may provide 2 Trade Goods, 2 Shock Troops, 2 Ground Forces, or 2 Fighters. If the Refresh ability provides units, the units must be placed on the planet that was exhausted to produce them. If you are not playing with the Shock Troops option (see related page), then Refresh abilities that provide Shock Troops provide Ground Forces instead.
Example: The Muaat player controls Hope’s End. After refreshing it during the Status Phase, he decides to immediately exhaust it to gain 2 Shock Troops. He must immediately place them on Hope’s End.
Trade Stations
Two regular systems contain Trade Stations (Tsion and Sumerian). Trade Stations have a white name box and a space for a Control Marker. Trade stations follow the rules below:
◦◦No Distant Suns Domain tokens are placed on Trade Stations.
◦◦Trade Stations have a special Refresh ability that gives the controller 2 Trade Goods if exhausted during the Status Phase. See Refresh abilities (above).
◦◦Trade Stations may never be invaded. Instead, whenever a player has ships in a system in which no other player’s ships are present, he immediately places his Control Marker on the station (and gains the corresponding planet card in its exhausted state). The Control Marker stays on the station until another player becomes the only player with ships in the system (at which point the other player places his Control Marker on the system and gains the corresponding planet card in its exhausted state). Control Markers may also be removed from Trade Stations by certain abilities and cards.
◦◦Capturing a Trade Station from an opponent does not break a trade agreement with that opponent.
◦◦Ground Forces, Space Docks, and PDSs may not be placed on Trade Stations.
◦◦Aside from the above exceptions, Trade Stations are still considered planets (with planet cards) for the sake of abilities and other cards that target planets. For example, a player can target a Trade Station with Peaceful Annexation (a power on the new Diplomacy Strategy Card in this expansion) or the Local Unrest Action Card. (Note, however, that using an ability such as Peaceful Annexation – which gives you control of a planet – on a Trade Station in which another player is the only player with ships in the system is pointless, since that player will immediately regain control of the station.)
Example: The Sol player activates a system containing a Trade Station. He moves a Destroyer into the system. Since he is now the only player with a ship in the system, he places his Control Marker on the Trade Station and gains the corresponding planet card. Later that turn, the Muaat player activates the system and moves in with a War Sun. After a crushing victory, he is now the sole occupant of the system, so he immediately gains control of the Trade Station. He removes the Sol flag, places his own Control Marker, and then gains the corresponding planet card.
10.3 Planets
The real points of interest in the TI galaxy are its planets. Each planet is printed with its resource value, influence value, and possibly a technology specialty. When a player successfully invades a planet (neutral or enemy), he immediately claims its corresponding Planet Card. Resources represent a planet’s economic surplus, which can be used by its owner to purchase units and technology. Influence represents a planet’s population, knowledge base, and/or political importance. Influence is used to acquire Command Counters, to play certain Action Cards, and to provide vital votes at the Galactic Council. Technology specialties represent a certain local knowledge or a natural resource important to a specific area of science. This provides the owner of the planet with a discount resource towards purchasing advances of that technology type.
10.4 Wormholes
In TI, Wormholes are spatial anomalies that connect distant areas of space. A system containing one end of a Wormhole is considered adjacent (even for the purposes of a transfer action) to a system containing another end of its Wormhole type (Alpha or Beta). For example, a ship with a movement rate of 1 may move from a system containing a Beta Wormhole, directly to another system containing a Beta Wormhole (remember that all movement is still part of an Activation Sequence in which ships must end their movement in the activated system). If only one Wormhole of a type is in play, it has no function and is ignored.
towards purchasing advances of that technology type 10 4 Wormholes In TI Wormholes are spatial anomalies that connect distant areas of space A system containing one end of a Wormhole is considered adjacent even for the purposes of a transfer action to a system containing another end of its Wormhole type Alpha or Beta For example a ship with a movement rate of 1 may move from a system containing a Beta Wormhole directly to another system containing a Beta Wormhole remember that all movement is still part of an Activation Sequence in which ships must end their movement in the activated system If only one Wormhole of a type is in play it has no function and is ignored
10.5 Unit Limitations
Except for Fighters and Ground Forces, players are limited to the number of units provided in the game. If all of a player’s units of a specific type are on the board, that player may not produce additional units of that kind until one is destroyed and returned to the player’s reinforcement pile.
Example: A player has been using all of his 5 Dreadnought units in his campaign against the Letnev. Last round, he was unable to build another Dreadnought unit, since
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all 5 of his Dreadnought units were in play. During a
Space Battle this round, however, the player loses a
Dreadnought. The destroyed Dreadnought is placed back
with his reinforcements, allowing the player to build the
Dreadnought unit again (provided that he has the resources
to pay for it and a Command Counter in his Command Pool
to activate a system containing a Space Dock).
Scuttling units
At any time during the Status Phase, players are allowed
to scuttle (destroy) any of their own units on the board.
Scuttled units are simply returned to the player’s
reinforcement pile and become available for production
during the next Action Phase.
From the Online Errata: Players may not scuttle units until
step 1 of the Status Sequence (Qualify for Public/Secret
Objectives) is complete.
10.6 Fighter/Ground Force Supplement Counters
Unlike every other unit type, players are allowed to build
more Fighter and Ground Force units than supplied with
the game. To build these additional units, players must
use the Fighter or Ground Force Supplement Counters.
These counters are neutral, can be used by any player,
and are governed by the following rules:
• The presence of a Supplement Counter simply
states “there is one additional unit of this type
here!” There must always be at least one actual unit
(controlled by the same player) of the appropriate
type in the same system, or on the same planet, as
a Supplement Counter.
• Players may, at any time, replace any number
of Ground Forces and/or Fighters in a system/
planet with an equal number of Fighter/Ground
Force Supplement Counters as long as at least one
original unit remains. The actual units are placed
back among a player’s reinforcements, and the
appropriate Supplement Counters are taken from
the common play area and placed on the board in
the same spot.
• Likewise, players may, at any time, replace
Supplement Counters on the board with actual
units from their reinforcements (if able). Players
must do this when they want to split the forces
without sufficient actual units present.
Example: On a planet containing three Xxcha Ground Force
units, the Xxcha player may replace two of the Ground
Force units with two Ground Force Supplement Counters (by
placing the actual units back with his reinforcements, and
placing the two Ground Force Supplement Counters under
the remaining unit). The planet is still considered to have
three Ground Force units, and the Xxcha player may choose
to replace the Supplement Counters with actual units
from his reinforcements at any time. Note that the Xxcha
player may not have replaced all three Ground Forces with
Supplement Counters, since one actual unit must always be
with Supplement Counters of its kind.
Be careful that, in multi planet systems, each planet
with Ground Force Supplement Counters contains at
least one actual Ground Force unit.
It is only really necessary for a player to use Supplement
Counters if he is about to run out of actual units in his
reinforcement pile. In some instances, it is possible
that there is too little physical room on a given planet/
system, and that a player may wish to create more
room by replacing some Ground Force/Fighter units
with counters.
A player may, during production, produce Supplement
Counters, but only if the producing system/planet
contains at least one actual unit of that type after
the production is complete. As stated, Supplement
Counters are simply additional units of the indicated
type, and therefore also must behave under all the
same rules as the actual unit. In other words, Fighter
Supplement Counters must have sufficient Carrier/
Space Dock/War Sun capacity in order to exist.
Ground Force Supplement Counters must be
transported by a Carrier in order to move to another
planet, etc. Note that when Supplement Counters
are transported by a Carrier or War Sun, at least one
actual unit of that type must also be transported by
that same Carrier/War Sun. If a Supplement Counter is
on system/planet without an actual unit of its type, it
is immediately removed. An easy way to manage your
Supplement Counters is to always place them under
an actual unit of their type in the area. As long as a
Supplement Counter is under an actual unit of its type,
it will always conform to the rules.
10.7 Command Counters
At the start of the game, players are each provided with
a total of 16 Command Counters. During the game,
these counters will be either on a player’s Race Sheet or
with his reinforcements.
Whenever a player receives a Command Counter from
his reinforcements, he must immediately place it on his
Race Sheet in one of the three following areas:
• The Strategy Allocation Area
• The Fleet Supply Area
• The Command Pool Area
These three areas represent three distinctly different
vital areas of managing your race. Once a player places
a Command Counter in one of these areas, he may not
move it to a different area until the upcoming Status
Phase. Decisions on where to place and how to spend
Command Counters are among the most important
that a player will make during the game. When a player
spends a Command Counter, or uses a Command
Counter to activate a system, he must remove the
counter from the appropriate area of his Race Sheet
he must immediately place it on his Race Sheet in one of the three following areas The Strategy Allocation Area The Fleet Supply Area The Command Pool Area These three areas represent three distinctly different vital areas of managing your race Once a player places a Command Counter in one of these areas he may not move it to a different area until the upcoming Status Phase Decisions on where to place and how to spend Command Counters are among the most important that a player will make during the game When a player spends a Command Counter or uses a Command Counter to activate a system he must remove the counter from the appropriate area of his Race Sheet
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and return it to his reinforcements. In detail, the effects
and rules for each of the three areas are as follows:
10.7.1 Fleet Supply Area
The number of Command Counters in a player’s Fleet
Supply area dictates the maximum number of ships
(not including Fighters) that a player may have in
any given system on the board. A player may never
move units, build units, or otherwise acquire units in
any system so that the number of ships herein (again,
excluding Fighters) exceed the number of Command
Counters in his Fleet Supply area. If, for any reason, the
number of ships in a system should exceed the number
of Command Counters in a player’s Fleet Supply, the
owner of those ships must immediately remove enough
ships from the system (by placing them back with his
reinforcements) until the number of ships is again in
compliance with the number of Command Counters in
his Fleet Supply area. When a player places a Command
Counter in his Fleet Supply area, it is placed with the
Fleet side up, to indicate that it is a part of the Fleet
Supply area. In this way, other players can easily identify
your fleet limit from across the table, and it helps
prevent your counters from mixing with the Command
Counters in the two other areas. As a player increases
the number of Command Counters in his Fleet Supply
area, he may increase the size of his fleets on the board
correspondingly. It is important to note that a player
may have any number of active fleets on the board,
as long as each fleet contains a number of ships that
is equal to, or less, than its owner’s Fleet Supply limit.
As noted, Fighter units do not count toward the Fleet
Supply limit. A player may thus have any number of
Fighter units in a given system, as long as he has the
capacity to support them (see the Fighter unit).
10.7.2 Command Pool Area
After a player decides to take a Tactical or Transfer
Action during the Action Phase, he must take an
available Command Counter from his Command Pool
in order to activate a system on the board. If a player
has no Command Counters remaining in his Command
Pool, he is not able to take Tactical or Transfer Actions.
In other words, the number of Command Counters in a
player’s Command Pool dictates the amount of activity
he can initiate on the board.
10.7.3 Strategy Allocation Area
Generally, Command Counters in the Strategy Allocation
area are spent to execute the Secondary Abilities
of Strategy Cards. Some races have special abilities
and some Action Cards require their players to spend
Command Counters from their Strategy Allocation area
for other effects.
10.8 Spending Resources and Influence
Throughout a game of TI, you will need to spend
resources and influence for many different purposes.
Both resources and influence are provided by the
planets under your control, and you will use their
corresponding Planet Cards to keep track of your
expenditures.
10.8.1 Exhausting Planets
Whenever you want to spend influence or resources you
must exhaust one of your Planet Cards by turning it face
down. This provides you with the resources or influence
of that planet. Each Planet Card (and the planets on the
board themselves) shows the specific information on
how many resources and how much influence is gained
from exhausting that specific planet (see the diagram
above). A face down Planet Card cannot be exhausted
again until it is refreshed during the Status Phase (or by
another effect). When a card is refreshed, it is simply
returned to its face up position. When you exhaust a
planet for its resources or influence, it provides you
with all of its resources or influence. You cannot use the
resources or influence of a planet partially, nor can you
save a portion for later. Note that when exhausting a
planet, it will provide you with either its resource value
or its influence value, but not both. Before exhausting a
planet, you must announce whether you are exhausting
it for its resources or for its influence (in most cases it
is clear for what purpose you are exhausting a planet).
10.8.2 Paying Costs
Whenever a player wishes to spend resources or
influence, he simply announces the total amount of
resources/influence that he wishes to spend, and
then exhausts the number of Planet Cards with that
(or greater) combined amount of resources/influence.
In other words, when a player is producing units
at a Space Dock during the Production step of the
Activation Sequence, he may simply announce how
many resources he is going to spend in total. Then
he exhausts the appropriate number of planets and
places the produced units on the board (see rules for
producing units under the Space Dock unit). This means
that you are not producing (and spending resources
on) a single unit at a time, but rather purchasing the
production with one lump sum. The same goes for
spending influence. Any spare resources or influence
provided by an exhausted Planet Card are lost.
Special Note: You do not have to exhaust a specific Planet
Card to pay for the cost of production at that exact planet;
any resources will do.
10.8.3 Example of Spending Resources and Production
The N’orr player has just activated a system containing
one of his Space Docks. As the final step of the
Activation Sequence, he now wishes to produce units
see rules for producing units under the Space Dock unit This means that you are not producing and spending resources on a single unit at a time but rather purchasing the production with one lump sum The same goes for spending influence Any spare resources or influence provided by an exhausted Planet Card are lost Special Note You do not have to exhaust a specific Planet Card to pay for the cost of production at that exact planet any resources will do 10 8 3 Example of Spending Resources and Production The N orr player has just activated a system containing one of his Space Docks As the final step of the Activation Sequence he now wishes to produce units
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in the system. The N’orr player takes 1 Carrier, one
Destroyer, and one Cruiser from his reinforcements.
Referring to his Race Sheet, the N’orr player notes that
the costs for these units are as follows:
◦◦1 Carrier (3 Resources)
◦◦1 Destroyer (2 Resources)
◦◦1 Cruiser (1 Resources)
◦◦Total = 6 Resources
The planet can produce up to 5 units, so the production
capacity of the planet is not a problem. To pay for
three units, however, the N’orr player must spend 6
resources. As he has no Trade Goods on his Race Sheet,
the N’orr player takes three of his ready Planet Cards,
with a combined resource value of 6, and exhausts
those planet cards (by flipping them face down) to pay
for the three units that he wishes to buy. After paying
for the production, the N’orr player takes the three
units and places them in the activated system. Since the
activated system already held a Carrier unit, he now has
a fleet of 4 units (remember that Fighters do not count
towards Fleet Size) in the system. Since the N’orr player
has 4 command counters on his Fleet Supply, the Fleet
is not in violation of the N’orr Fleet limit.
10.9 Action Cards
Throughout the game, players will come into possession
of Action Cards. Action Cards should be kept hidden
from other players. An Action Card can only be used
given the specific circumstances (or phase) printed on
each individual card. A player may never have more
than 7 Action Cards at any one time. If, after receiving
additional cards, a player has more than 7 Action Cards
in his hand, he must immediately choose and discard
cards until he has 7. If a player at 7 cards is about to
draw additional cards, he should draw and discard one
Action Card at a time. A player may never play two
identical Action Cards for the same situation and/or on
the same entity during one round.
Example: A player cannot play two “Flank Speed” Action
Cards on the same fleet in one Game round. The player
may, however, play a “Flank Speed” on two different
fleets in the same round.
Some Action Cards have a Trade Good icon printed on
them. If not playing with the optional rule printed on
the card, the card may be discarded instead of spending
1 Trade Good.
10.9.1 How to Play an Action Card
If a player wishes to play an Action Card, he must
publicly announce that he wishes to play an Action
Card. Then other players, at that time, may announce
that they also wish to play an Action Card. After all
players have been given the opportunity to announce
that they are playing Action Cards, all the Action Cards
are revealed and resolved in order of play. If Action
Cards are about to played at a time where players do
not have Strategy Cards, then resolve them in clockwise
order starting with the Speaker.
10.9.2 Sabotage Action Card
A player does not have to announce the playing of a
Sabotage card. The Sabotage card is simply played
immediately after an Action Card has been revealed,
cancelling its effect. Then both cards are discarded.
10.9.3 Play as an Action
Some Action Cards read “Play: As an action.” This Action
Card must played by its owner during the Action Phase
instead of taking a regular action.
10.10 Political Cards and the Galactic Council
When the player who controls the Political Strategy
Card executes his Strategic Action, a Political Card must
be drawn and the Galactic Council convenes to debate
and vote upon its agenda.
10.10.1 Political Agenda
Every Political Card contains an agenda that requires
a vote in the Galactic Council (i.e., the players). As the
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first step of convening the Galactic Council, the active
player reads aloud the drawn Political Card and makes
it clear what kind of vote is about to be cast. There are
two types of agenda votes:
10.10.2 “Elect” Votes
When a political agenda asks the Galactic Council to
elect something or someone, each player may choose
who or what to nominate (i.e., elect) when casting
his vote. That player’s entire vote is now attributed
towards that subject. The subject with the highest
number (not necessarily the majority) of the total votes
is considered elected. After this, follow the instructions
on the Political Card.
10.10.3 “For or Against” Votes
Most agendas will ask the Galactic Council to vote
for or against a certain agenda. In this type of vote,
players indicate either “for” or “against” when casting
their vote. The majority of all votes cast will decide the
outcome.
10.10.4 Laws
Some agendas are Laws. Laws represent permanent
changes to the rules and/or flow of the game. When
a Law is voted “for,” first enact any effects of the “for”
result and then place the Political Card face up in the
common play area. The effects of this card are now
permanent. If voted “against,” resolve any effects that
an “against” result may have and then discard the card.
Although the council might have adopted a Law earlier
in the game, the balance of power can later have shifted,
and old Laws soon become unpopular. If this happens,
how can the council reverse the old Law? Among the
Political Cards, there are certain agendas that allow
older Laws to be either re-evaluated or discarded. Note
that these cards are few and that most enacted Laws
are in the game to stay, so be careful how you vote.
10.10.5 Voting in the Galactic Council
After the active player has read the agenda out loud,
the Galactic Council must resolve the agenda in the
following way:
1. Players first debate, threaten, lure, or convince
each other to vote in their favour. Trade Good
Counters may be used as bribes but no promises or
agreements in TI are binding (even after receiving a
bribe or payoff).
2. Players then vote upon the agenda. Voting is done
clockwise one player at a time, starting with the
player to the left of the Speaker (thus the Speaker
will always cast the last vote). When voting, a
player has as many votes as the total combined
influence value of all his unexhausted planets (and
a minimum of 1 vote).
Example: The Letnev player controls five planets, but has
exhausted three of them. His two remaining unexhausted
planets have influence values of 2 and 1. The Letnev player
therefore has a total of 3 votes during the Galactic Council.
When voting, a player must cast all his votes or none.
Votes cannot be split. Voting does not cause your
Planet Cards to exhaust. Trade Good counters cannot
be used to gain additional votes. The Galactic Council is
meant to be a fun, active engagement in which players
forge alliances, use their political prowess, engage in
sabre rattling, and “act their race”. As powerful agendas
are presented to the council, weaker players can seek to
hurt strong neighbours politically via the enactment of
damaging Laws or other agendas.
10.10.6 Abstaining and Tie Votes
A player may always choose to abstain from voting
during any agenda. If so, his votes are simply not
counted for purposes of resolving the agenda (including
determining a majority). If there is a tie vote, even a
tie of 0 (in which all players have abstained), the player
holding the Speaker Token breaks the tie.
Rules and Cards
If the effect of a card seems to contradict the rules of
the game, the card text is always correct.
10.11 Technology Advances
Before the game begins, each player is provided
with an identical deck of 24 (28, 32) Technology
advances, and each player starts the game with a few
Starting Technology advances. When a player has
successfully acquired (or received at the start of the
game) a Technology advance, he takes the respective
Technology Card and places it face up before him in his
play area. In this way, players will slowly accumulate
Technology Cards, each providing a helpful advantage
described on the card itself.
Example: After acquiring the “Deep Space Cannon”
technology, a player’s PDS units may fire at adjacent
systems, rather than just their own.
Technology Cards are normally acquired during the
resolution of the Technology Strategy Card, but can
also be acquired via certain Action and Political Cards.
Players may not give each other Technology advances.
There are four different technology areas, each
attributed the following colour:
• Warfare Technology = Red
• Biotechnology = Green
• Propulsion Technology = Blue
• General Technology = Yellow
10.11.1 Acquiring a Technology Advance
In general Technology advances are acquired when the
Technology Strategy Card is executed during the Action
Phase. The active player receives a free Technology
advance, and other players may pay 8 resources to
acquire one Technology advance. Most Technology
the Deep Space Cannon technology a player s PDS units may fire at adjacent systems rather than just their own Technology Cards are normally acquired during the resolution of the Technology Strategy Card but can also be acquired via certain Action and Political Cards Players may not give each other Technology advances There are four different technology areas each attributed the following colour Warfare Technology Red Biotechnology Green Propulsion Technology Blue General Technology Yellow 10 11 1 Acquiring a Technology Advance In general Technology advances are acquired when the Technology Strategy Card is executed during the Action Phase The active player receives a free Technology advance and other players may pay 8 resources to acquire one Technology advance Most Technology
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advances (but not all) have prerequisite technologies.
Before a Technology advance can be acquired, a
player must already have obtained all prerequisite
technologies printed on the card.
Example: The “Micro Technology” advance requires that a
player has either the “Stasis Capsules“ or “Sarween Tools”
Technology advances already. If the player has neither of
these prerequisites technologies in his play area, he is not
allowed to acquire the “Micro Technology” advance.
A player is not allowed to acquire a technology (via
Action Cards, or otherwise) if he does not already have
the prerequisite technologies face up in his play area.
10.11.2 Planetary Technology Specialties
Some planets have a technology specialty (a printed
technology symbol by the planet itself and on the
Planet Card). Technology specialties represent a certain
local knowledge or a natural resource important to a
specific area of science. The presence of a technology
specialty gives the owner of the planet the ability to
purchase a Technology Card (of the specific type: red,
green, or blue) for 1 less than its normal cost when
executing the secondary ability of the Technology
Strategy Card. If a player controls multiple planets with
technology specialties of the same colour/type, the
cost to acquire that technology type is lowered by 1 for
each such planet.
Example: If a player controls three planets with the green
technology specialty (Biotech), he may subtract three from
the cost of purchasing green Technology Cards.
Technology specialty discounts do not apply if the
contributing Planet Card(s) is exhausted. (It is not
necessary to exhaust a planet with the technology
specialty in order to receive the discount, nor is it
necessary to exhaust that specific planet to buy the
Technology advance).
The Yellow Technology Specialty
The yellow (general) Technology specialty works exactly
like the red, green, and blue Technology specialties
except that the yellow Technology specialty does not
count for the purpose of fulfilling objectives.
10.12 Trade Contracts and Trade Agreements
In TI, trading is an important avenue for players to gain
additional resources and influence. Trade can be used
as important political leverage against hostile players or
to help seal an important alliance. At the beginning of
the game, each race is provided with two Trade Cards,
each with a numerical trade value printed on the trade
agreement side of the card (you may notice that some
races have Trade Cards of differing trade values). At the
beginning of the game, players should place these cards
with the Trade Contract side up in their playing area.
This side has no trade value, as players derive no value
from their own Trade Cards.
10.12.1 Opening Trade Agreements
When the primary ability of the Trade Strategy Card
is being resolved during the Action Phase, the active
player may allow players (himself included) to forge
trade agreements. A trade agreement is initiated
between two players who agree to trade with each
other. After agreeing to trade, each of the two players
must give the partner one of their own Trade Cards.
Upon receiving another player’s Trade Card, a player
should place it before him with the trade agreement
side face up. Only one Trade Card for each player may
be exchanged, not more. Since every race has only
two Trade Cards, each player may only have two active
trade agreements at any one time. Before a trade
agreement can be completed, the agreement must first
be approved by the active player. If approved (and that
may take some bribes to the active player), the players
may exchange Trade cards. Two players may only make
one trade agreement with each other. Thus, for a player
to utilize both of his Trade Cards, he must make trade
agreements with two different opponents. If able,
a player may initiate both of his trade agreements
during the same execution of a Trade Strategy Card.
It is important to note that since each player only has
two Trade Cards, he cannot make more than two trade
agreements.
10.12.2 Receiving Trade Goods
While executing the primary ability of the Trade
Strategy Card, the first player receives Trade Goods for
his trade agreements (and 3 extra trade goods). After
the active player has completed the primary ability, the
other players, clockwise from the active player, may
execute the secondary ability of the Trade Strategy Card
to receive Trade Goods for their trade agreements. Note
that players are not allowed to collect trade income
from trade agreements formed during the same action.
It is not possible for a player to make a trade agreement
during the primary ability of the Trade Strategy Card,
and then immediately collect trade income from the
new trade agreement by executing the secondary
ability.
A player receives Trade Goods by simply counting the
total trade value of any trade agreements in his play
area. The player then takes that number of Trade Goods
from the common play area and places them on the
Trade Goods area of his Race Sheet.
Example: The Xxcha currently has an active trade
agreement with the Jol Nar player (as illustrated on the
“Player Area” diagram). After the active player has finished
the primary ability of the Trade Strategy Card, the Xxcha
spends one Command Counter from his Strategy Allocation
area to execute the secondary ability of the Trade Strategy
Card. The Jol Nar trade agreement has a trade value of 3.
The Xxcha player takes three Trade Good counters from the
Trade Goods by simply counting the total trade value of any trade agreements in his play area The player then takes that number of Trade Goods from the common play area and places them on the Trade Goods area of his Race Sheet Example The Xxcha currently has an active trade agreement with the Jol Nar player as illustrated on the Player Area diagram After the active player has finished the primary ability of the Trade Strategy Card the Xxcha spends one Command Counter from his Strategy Allocation area to execute the secondary ability of the Trade Strategy Card The Jol Nar trade agreement has a trade value of 3 The Xxcha player takes three Trade Good counters from the
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common play area and places them on the Trade Goods
area of his Race Sheet.
10.12.3 Trade Goods Counters
Players may spend Trade Good counters from their
Trade Goods area as a substitute for spending either one
resource or one influence. In this way, a player can pay
for a Dreadnought unit by spending 5 Trade Goods from
his Trade Goods area, or by exhausting Planet Cards
for 3 resources, and paying the remaining 2 resources
with Trade Goods (or any combination thereof). When a
player spends a Trade Good, he simply moves it from his
Trade Goods area to the common play area. Players are
allowed to give other players Trade Goods from their
Race Sheet at any time. This makes the Trade Goods
counter a flexible currency with which to bribe, pay, or
assist other players economically.
10.12.4 Running out of Trade Goods
There are exactly 40 (52, 88) Trade Goods in the game,
if the Trade Supply in the common play area is empty,
then players cannot receive additional Trade Goods
until a player spends some and returns them to the
common play area once more. Since there is a limit
to the total number of Trade Goods, it is important to
adhere to the player order of executing the secondary
ability of the Trade Strategy Card, which is always done
in clockwise order from the active player.
10.12.5 Breaking Trade Agreements
Any player involved in a trade agreement may
unilaterally break the agreement during the Status
Phase. Such a player simply announces that he is ending
the agreement and immediately returns the Trade Card
to its owner and retrieves his own Trade Card from the
former trading partner (a player’s own Trade Cards are
always returned with the Trade Contract side face up,
as they provide no trade value for their owner). It is
not possible for a player to automatically break a trade
agreement with the Hacan race, as per the Hacan’s
special ability. If two trading players become involved
in open war against each other (by one player initiating
either a Space Battle or Invasion Combat against the
other), a trade agreement between the two players is
automatically broken (and the Trade Cards returned
to their owners). The two players may later open
another trade agreement, but this will again be broken
if another Space Battle or Invasion Combat occurs
between them. Trade agreements with the Hacan
player are broken in the event of open war between
the Hacan and its trading partner. Note that only Space
Battles and Invasion Combat will automatically break a
trade agreement between two players. Playing Action
Cards or taking shots with a PDS, etc., does not cause an
automatic break. Invading a planet that contains only
an enemy Control Marker is still considered Invasion
Combat for purposes of cancelling trade agreements.
10.12.6 Power of the Merchants Guild
When executing the primary ability of the Trade
Strategy, the active player may choose to exercise his
control of the Merchant’s guild in a destructive way,
rather than facilitating the wealth of other races. As
described in option “B” of the Trade Strategy Card,
the active player, instead of receiving Trade Goods
and opening trade negotiations, may instead choose
to cancel every trade agreement in play. If the active
player chooses this option, all Trade Cards (including
those of the active player and the Hacan) are returned
to their owners.
Definition of an “Empty” System
The TI rules and cards will sometimes refer to an
“empty” system. An empty system is a system
completely free of units, including units belonging to
the active player. In other words, an empty system is
one that is free from ship, Ground Force, PDS, or Space
Dock units. The system may, however, contain planets,
Control Markers, and Command Counters. Special
Systems are not considered empty systems.
Strategy Card the active player instead of receiving Trade Goods and opening trade negotiations may instead choose to cancel every trade agreement in play If the active player chooses this option all Trade Cards including those of the active player and the Hacan are returned to their owners Definition of an Empty System The TI rules and cards will sometimes refer to an empty system An empty system is a system completely free of units including units belonging to the active player In other words an empty system is one that is free from ship Ground Force PDS or Space Dock units The system may however contain planets Control Markers and Command Counters Special Systems are not considered empty systems
10.13 Objective Cards
The Objective Cards represent the primary way for
players to receive victory points. Each Objective Card
(both Secret and Public) contains a requirement and
a victory point award for meeting that requirement.
The Public Objective Cards are slowly revealed as the
Imperial Strategy Card is resolved during the Action
Phase. During the first step of the Status Phase, players
may qualify for the requirements of one revealed Public
Objective Card in order to receive the corresponding
victory points. Note that a player cannot gain victory
points from a Public Objective Card that is not yet
revealed. Some Objective Cards state “Now I…”. This
requires a player to actually fulfil the requirement
during the first step of the Status Phase. For example,
one Objective Card reads “I now spend 20 Resources
(2 victory points).” In order for a player to receive these
two victory points, he must have enough Trade Goods
and unexhausted planets to spend 20 resources during
the first step of the Status Phase. A player may only
receive victory points from a specific revealed Objective
Card once per game. After collecting victory points
from an Objective Card, a player should, to serve as a
reminder, place one of his Control Markers on the card.
10.13.1 Secret Objective Cards
At the beginning of the game, each player receives a
Secret Objective Card. A player is not allowed to show
other players his Secret Objective Card until he is able
to meet its objectives during the first step of the Status
Phase. A player who reveals his Secret Objective Card
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without being able to meet its requirements loses his
Secret Objective Card, which is placed back in the box.
Such a player will not be able to receive victory points
from a Secret Objective for the duration of the game.
During the Status Phase, a player may qualify for one
Public Objective Card and/or his Secret Objective
Card. A player cannot qualify for more than one Public
Objective Cards in one round.
10.14 Race Sheet
The Race Sheet provides a wealth of useful information
and is used to manage a player’s active Command
Counters. Here is a brief explanation of the player Race
Sheet:
1. Race Title and Symbol The symbol and title of the
represented race.
2. Starting Units and Special Abilities The starting
units/technologies, and the special abilities of the
race.
3. Phase and Sequence Tables A detailed overview of
the important phases and sequences of the game
round.
4. Unit Data A detailed chart with the costs, combat
value, movement rating, and special abilities of
each unit type.
5. The Strategy Allocation Area Command Counters
herein can be spent to execute the secondary
abilities of Strategy cards (and a few other special
functions).
6. The Fleet Supply Command Counters herein are
flipped to their Fleet side, so that they do not mix
with the other Command Counters on the Race
Sheet. The number of Command Counters herein
determines the allowable size of a player’s fleets.
7. The Command Pool A player must spend Command
Counters from this area when activating systems on
the game board (when taking a Tactical or Transfer
Action).
8. The Trade Goods Area When a player receives
a Trade Good counter, it is placed in this area. A
player may give Trade Goods to other players at any
time, or use Trade Good as a substitute for spending
either one resource or one influence.
11. Rules for Units
Following is a detailed breakdown of the characteristics
and rules for the 9 different unit types in TI that players
have at their disposal.
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11.1 Space Dock
Units Available: 3
Cost: 4
The Space Dock unit represents a military industrial complex, shipyard, and recruiting station in close orbit of a specific planet. In order to build units (other than another Space Dock) in a given system or on a specific planet, a Space Dock must be present there.
Building a new Space Dock
In order to build a new Space Dock on a planet, the following requirements must be met:
• The system (that contains the planet on which you want to build the Space Dock) has just been activated, and is currently at the Production step of the Activation or Transfer Sequence.
• The active player must have controlled the planet for the entire current round. Thus, it is not possible to build a Space Dock on a planet that has just been acquired during the current round.
• The planet does not already contain a Space Dock (only one Space Dock per planet is allowed).
• The system does not contain any enemy ships.
If these requirements are met, the activating player may take an available Space Dock from his reinforcements, spend 4 resources, and place the Space Dock on the chosen planet. Next round the Space Dock may begin producing units for its owner. It is important to remember that a Space Dock is tied to a specific planet and is not considered to be “in space” and so does not participate in Space Battle, nor can it be attacked directly by enemy ships.
Building Units at a Space Dock
In order to produce new units (other than a new Space Dock), players must activate (via a Tactical or Transfer Action) a system that contains at least one friendly Space Dock. As the last step in resolving the activation of the system, the activating player may spend resources to build units at the Space Dock, governed by the following rules:
• A Space Dock may only build a number of units (regardless of type) equal to the resource value of its planet plus two. This means that a Space Dock located on a planet with a resource value of 3 may produce up to 5 different units (3 for the resource value of the planet, plus 2 for the Space Dock itself). This restriction is for the number of units, regardless of their total resource cost. Thus the above planet with a production limit of 5 may produce 5 Dreadnoughts or 5 Fighters (or any combination of those, and other, units).
• New spaceships (Fighters, Cruisers, Carriers, Destroyers, Dreadnoughts, and War Suns), when built, are placed directly (and always exist) in space. Each system represents one area of space. Unlike Ground Forces, PDS, and the Space Dock itself, spaceships are never considered to be on, attached to, or affiliated with a planet in their current system.
• Ground Force and PDS units are always built and placed on the planet containing the Space Dock. Note that when purchasing either Fighter or Ground Force units, 1 resource provides two units. If, due to the production limit of a Space Dock, a player wishes to only purchase 1 Ground Force or Fighter unit, the single unit still costs 1 resource. A player may not “mix and match“ when purchasing Ground Forces and Fighters, such as purchasing one of each for only one resource.
Ground Force and PDS units cannot move to another planet (including other planets in the same system) unless transported by a Carrier or War Sun.
Other Rules for Space Docks
A Space Dock has the capacity to support 3 Fighter units in its system (see later).
If a system contains at least one enemy spaceship, all friendly Space Docks in that system are considered under blockade, and may not produce spaceship units while the enemy units are in the system. A Space Dock under blockade may still build Ground Forces and PDS on its planet during the Production step of the Activation Sequence.
Strategy Tip
Cruisers and Destroyers are especially useful for swooping in from afar to blockade your Space Docks. Be cautious if fast enemy ships are within range, and try not to rely on just one Space Dock for your production, especially later in the game.
11.2 Ground Forces
Units available: 12 (plus supplement counters)
Cost: 1 (produces two Ground Force units)
The Ground Force unit represents a player’s military and occupational forces. It is an essential unit necessary to take over neutral planets, invade enemy planets, or defend your own planets against enemy invasion. Ground Forces are governed by the following rules:
• Ground Forces, when produced, are placed on the planet of the producing Space Dock. Ground Forces are primarily transported around the galaxy by Carrier units (although the War Sun unit, as well as certain Technology advancements, can facilitate other means of Ground Force transportation). A Ground Force unit is never considered to be in “space“, as it is always either on a planet or being transported inside a Carrier/War Sun.
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• A Carrier unit may, at any point during its movement,
pick up a Ground Force unit located on a planet in
the same system as the moving Carrier (see more
details under the Carrier unit).
Exception: A Carrier, when moving through an already
activated system, may not pick up Ground Forces there.
• During the Planetary Landings step of the Activation
Sequence, Ground Forces on a Carrier unit may
move directly onto any friendly, hostile, or neutral
planet in the same system.
Controlling Planets
To take control of a planet, a player must always have
successfully landed at least one friendly Ground Force
on that planet. Unless the planet is later lost to another
player by invasion, a planet will remain under a player’s
control for the remainder of the game. If the last of a
player’s Ground Force units leaves a planet, the player
simply places one of his Control Markers on the planet
to indicate his ownership.
Example: During the previous round, the Xxcha player
invaded the neutral planet Dal Bootha with a single Ground
Force unit. This round the Xxcha player wishes to move his
Ground Force on Dal Bootha to a different planet. During
his turn of the Action Phase, he activates another system
and moves the Carrier here. Before moving out of the Dal
Bootha system, his Carrier picks up the Ground Force unit
here. As the Ground Force is picked up, the Xxcha player
places one of his Control Markers on Dal Bootha to indicate
his continued control over the planet.
11.3 Carrier Unit
Units available: 4
Cost: 3
The Carrier unit is the primary vehicle
for expanding territory by transporting
friendly Ground Forces and PDS units
from system to system. In addition to the
mundane task of transportation, the Carrier can also be
a formidable weapon as it may bring swarms of deadly
and inexpensive Fighter units to bear against your
enemies. A Carrier unit has a capacity of 6. You may
think of capacity as open “slots,” for which each slot
may hold a Ground Force, PDS, or Fighter unit. Unlike
the Space Dock, which has a special capacity that will
support 3 Fighter units (and no Ground Forces or PDS),
the Carrier will hold units of all three types (Fighters,
Ground Forces, and PDS). A Carrier is not restricted to
carrying units of only one kind, but can carry any mix of
the three unit types.
Example: A Carrier unit holds 4 Fighter units, 1 Ground
Force unit, and 1 PDS unit, or any combination thereof.
• A Carrier can never carry more than 6 units, so be
careful to keep track of how full your Carriers are.
Excess units on a Carrier must be immediately
destroyed (chosen by the Carrier’s owner).
• If a Carrier is destroyed, any Ground Force and
PDS units aboard the Carrier are automatically
destroyed. Fighter units can survive if the current
system has enough capacity to support the Fighters
(supplied by either another Carrier, War Sun, or
Space Dock).
• A Carrier can only unload its Ground Forces and
PDS onto a planet, or onto another Carrier, during
the Planetary Landings step of the Activation
Sequence. Yet, it may pick up units from any system
in which it started its movement, passed through
while moving, or ended its movement. To this, there
are the following exceptions:
◦◦A Carrier may never pick up units in a system that
contains enemy spaceships. In other words, a Carrier
may not move into a system containing enemy
spaceships, pick up units, and then fight a Space
Battle.
◦◦A Carrier may never pick up units from a system that
has been previously activated by the same player.
Note that Ground Forces do not participate in any battle
while being transported by a Carrier unit. Likewise, while
aboard a Carrier, PDS units do not function. Fighters, on the
other hand, are not considered “on board“ the Carrier, and
may participate in any Space Battle in the system.
Example of Carrier Transport
The N’orr player has activated a system two spaces
away from his Carrier unit. Since the N’orr player owns
the Xrd Transporter Technology advance, his Carrier
units can move an extra space. The Carrier unit above
is therefore capable of reaching the activated system.
Before moving, the Carrier picks up the 4 Ground
Force units in its starting system. Now the N’orr player
must choose between the two possible routes to the
activated system.
When moving along this route, the Carrier will move
through a system that the N’orr player has already
activated earlier in the same round. Although this does
not affect the movement of the Carrier, the Carrier
may not pick up the Ground Force unit in that system
because of the prior activation.
By choosing to move along this route, the Carrier could
pick up the Ground Force unit while moving through the
lower middle system. When arriving at the activated
system, the N’orr player may even pick up the Ground
Force units there (as long as the Carrier does not exceed
its maximum of 6 units). After moving, the N’orr Carrier
will drop its Ground Force units on the neutral planet
during the Planetary Landings step of the Activation
Sequence.
the N orr player has already activated earlier in the same round Although this does not affect the movement of the Carrier the Carrier may not pick up the Ground Force unit in that system because of the prior activation By choosing to move along this route the Carrier could pick up the Ground Force unit while moving through the lower middle system When arriving at the activated system the N orr player may even pick up the Ground Force units there as long as the Carrier does not exceed its maximum of 6 units After moving the N orr Carrier will drop its Ground Force units on the neutral planet during the Planetary Landings step of the Activation Sequence
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11.4 Planetary Defence System (PDS) Unit
Units Available: 6
Cost: 2
The PDS unit represents both anti-fleet and planetary invasion countermeasures (missiles and enormous energy cannons) as well as a planetary shield. The rules for using the various abilities of the PDS unit are as follows.
Planetary Shield
During the Invasion Combat step of the Activation Sequence, enemy Dreadnoughts may not bombard a planet containing an enemy PDS unit. (See the related section for additional information on Invasion Combat).
Space Cannon
A PDS unit is capable of firing its massive arsenal into space in order to destroy nearby enemy ships. The basic range of a PDS reaches only into its own system, but by acquiring the Deep Space Cannon players can extend the range of their PDS units into adjacent systems. A PDS “space cannon attack” is always fired during the third step of the Activation Sequence, and only given one of the two conditions below:
* After the owner of the PDS has activated a system, and after any friendly ship movement into the system, each of the active player’s PDS units in range may fire once at any enemy fleet in the activated system before a Space Battle begins. Note that the activating player’s PDS units (that are in range) may fire even if the player did not move any ships into the system during the activation. In other words, it is possible for a player to activate a system purely for the purposes of firing his PDS at an enemy fleet in range.
* When a player activates a system in range of an enemy PDS unit, the owners of any enemy PDS units in range may, after the movement step of the Activation Sequence, fire once per PDS at any units in the system owned by the activating player. Note that when firing your PDS units during another player’s activation, you may only fire at the units controlled by the activating player. It is thus not possible to draw third party PDS fire at an enemy fleet by simply activating its system from afar.
Invasion Defense
Immediately before the first round of an Invasion Combat, any defending PDS units on a planet may fire, once per PDS, at the invading Ground Forces. This is a one-time pre-combat shot only and does not occur before every other round of the subsequent Invasion Combat.
Firing PDS Units
When firing a PDS unit, simply roll one die for each PDS involved. For each result equal to or greater than the
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combat value of the PDS (normally a 6), the enemy fleet
(or invading Ground Force units) must immediately take
a casualty without being granted return fire.
PDS Limitation
A player may never have more than two PDS units on a
planet. A planet already holding two PDS units cannot
produce a third.
Transporting PDS
PDS units are always produced on the planet of the
producing Space Dock. PDS units cannot move of their
own volition. Like Ground Forces, PDS units must be
transported to other planets via a Carrier or a War Sun
unit.
Example of PDS Fire
1. The N’orr player has just activated a system
containing an Xxcha fleet. After the N’orr fleet has
moved into the activated system, the N’orr player
may fire upon the Xxcha Fleet with his PDS unit in
the adjacent system. This is allowed because the
N’orr player has acquired the “Deep Space Cannon”
Technology advance which allows his PDS the extra
range to fire upon adjacent systems when activated.
2. The N’orr player has activated a system containing
an Xxcha planet with two PDS. After the N’orr fleet
has finished moving into the system, the two Xxcha
PDS units (and possible other enemy PDS units
in range, if any) may fire at the N’orr fleet in the
system.
3. During the Planetary Landings step of the Activation
Sequence, the N’orr player decides to land three
Ground Force units on the Xxcha planet containing
one Ground Force unit and one PDS. Before Invasion
Combat begins, the Xxcha PDS unit may fire at the
invading Ground Force units.
11.5 Fighter Unit
Units Available: 10 (plus supplement counters)
Cost: 1 (to produce two Fighter units)
The Fighter unit is the most inexpensive
ship in a player’s arsenal. Fighters, which
are typically moved into battle by Carrier
units, can overwhelm an enemy by
their sheer numbers and are vital to bolster a player’s
fleet against enemy fire. Fighters are governed by the
following rules:
• Fighters cannot move by themselves and require
the transport of a Carrier unit to move around the
board.
• Fighters are always considered to be in space, even
while being transported. Thus fighters will always
participate in any Space Battle in their system.
• Fighters require at all times that their present
system has sufficient capacity to sustain them. A
Space Dock has a capacity for 3 Fighters, a Carrier (if
not carrying any Ground Forces or PDS) a capacity
of 6, and a War Sun (if not carrying any Ground
Forces or PDS) also a capacity of 6. If a system
contains more Fighter units than its capacity allows,
the owner of the Fighter units must immediately
return enough Fighters to his reinforcement pile so
that the number of Fighter units and the system’s
capacity is equal.
Example: A system that contains one Space Dock and one
Carrier (currently transporting two Ground Forces) can
safely maintain 7 Fighter units (three for the Space Dock
and 4 for the Carrier). Should the Carrier leave the system, 4
of the 7 Fighter units must move with the Carrier to prevent
an excess of Fighter units in the system.
Note that a system’s Fighter capacity is not relevant during
a Space Battle. This means that Fighters participating in a
Space Battle can continue to fight even if their Carrier has
been destroyed. After a Space Battle has ended, however,
Fighter units without sufficient supporting capacity are
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immediately removed.
11.6 Cruiser Unit
Units Available: 8
Cost: 2
The Cruiser unit is among the most
effective ships in the TWILIGHT
IMPERIUM galaxy. For a fair price, the
Cruiser unit delivers an effective punch
in combat and gives its owner the flexibility of great
speed. There are no other special rules that govern the
Cruiser unit.
11.7 Destroyer Unit
Units Available: 8
Cost: 1
The Destroyer unit, although not as
powerful in combat as its larger cousin,
the Cruiser, is a fast, inexpensive, and
versatile weapon that can deliver a
lethal blow to any enemy fleet that relies too heavily
on Fighters.
The Destroyer Anti-Fighter Barrage
Before a Space Battle begins, each Destroyer unit
(both attacking and defending) may roll two combat
dice. For every result equal to or higher than the
Destroyer’s combat value (normally a 9), the opponent
must immediately destroy one Fighter unit. Fighters
destroyed in this way are removed before the Space
Battle begins and do not receive return fire.
Note that the Destroyer unit’s special barrage is only fired
once before the actual Space Battle begins, and not before
every Space Battle round.
11.8 Dreadnought Unit
Units Available: 5
Cost: 5
No unit in the galaxy, except for the
legendary War Sun, can project the
firepower and force that is mustered by
the awesome Dreadnought. Its massive
weaponry, deadly bombardment option, and mighty
bulwark, makes it the undisputed foundation of any
successful fleet. The Dreadnought unit provides two
unique features: The ability to sustain damage and to
execute a planetary bombardment.
Sustain Damage
A Dreadnought unit can absorb a single hit before
it is destroyed. After taking its first hit (as a result of
Space Battle, PDS fire, or other), turn the Dreadnought
unit on its side to indicate that it has been damaged.
If a damaged Dreadnought is forced to take another
hit, it is destroyed. Other than being one step closer
to destruction, being damaged does not affect the
Dreadnought in any other way. During the Status Phase,
all damaged ships are repaired and are returned to their
normal upright position.
Planetary Bombardment
Immediately before an Invasion Combat, the invading
player’s Dreadnoughts in the activated system may
bombard enemy Ground Forces on a contested planet.
A planetary bombardment is executed by simply
allowing the invading player to roll one combat die
for each bombarding Dreadnought. For every hit, the
defending player must immediately remove one Ground
Force unit. Units eliminated by planetary bombardment
do not receive return fire and do not participate in the
subsequent Invasion Combat. Note that a Dreadnought
may not bombard a planet unless that planet is being
invaded by friendly forces that landed here during the
Planetary Landings step of the Activation Sequence. A
Dreadnought may not bombard a planet that contains
at least one PDS. The planet is considered to have a
planetary shield protecting it against missile and energy
attacks from space. If a player is invading two or more
separate planets (in the same system) during the same
activation, the active player must decide how to divide
his bombardment. A Dreadnought can only bombard
once during every Activation Sequence.
11.9 War Sun
Units Available: 2
Cost: 12
Most galactic historians reject the notion
that a “War Sun” existed during the
forgone Twilight Wars. The few historians
that do argue for its existence mostly
provide only vague proof by outlining a combination
of multiple, seemingly unconnected, folklore tales and
a few old records describing a massive combat vessel
developed by the Jol Nar towards the later years of
the period. There seems to be some evidence that
the Jol Nar, desperately fighting the advancing fleets
of the Sardakk N’orr, brought a secret weapon to bear
against the main N’orr fleet in the Saudor system. It is
plausible that some new weapon was used here, if only
evidenced by the fact that the N’orr never advanced
farther into Jol Nar space.
It is also highly likely that if a War Sun did exist, that
it was destroyed during this battle, since no trace or
rumour can be found of it after this period. Tangentially
collaborating with this conclusion, Xxcha archaeologists
have found large samples of ancient wreckage on
Saudor that is of an unknown make and intent. Perhaps
the greatest credence lent to the War Sun theory, or the
existence of some other powerful weapon, has been
the inconsistent Jol Nar stance of denial, silence, and
restriction of records on the subject.
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Without a doubt, the War Sun unit is the definitive combat unit of the galaxy. It is more like a fleet unto itself, than a mere ship. The War Sun boasts an almost unfathomable firepower, powerful construction, tremendous speed, capacity to hold great hosts of troops and fighters and unparalleled bombardment strength. The War Sun unit is subject to the following rules:
• A player may not produce a War Sun unit unless he has acquired the War Sun Tech. advance.
• Like the Dreadnought, a War Sun can sustain a single hit (or “damage”) before it is destroyed. As with the Dreadnought, a War Sun is placed onto its side in order to indicate its damaged state and will be destroyed if subjected to another hit. Any damage sustained by a War Sun is automatically repaired during the Status Phase.
• Like the Dreadnought, a War Sun unit is allowed to bombard planets. Unlike the Dreadnought, however, a War Sun ignores the presence of a PDS unit’s planetary shield. Also, a War Sun may bombard a planet during the Invasion Combat step of the Activation Sequence, even if no friendly Ground Force units have landed on the planet in an invasion attempt.
• A War Sun unit rolls three combat dice during Space Battles and Bombardments.
• Like the Carrier unit, a War Sun has a capacity of 6 and may transport Ground Forces, PDS, and Fighter unit
11.10 Damaged and Undamaged Units
When a Dreadnought or War Sun unit takes its first hit, it is damaged rather than destroyed. Place the unit on its side to indicate its damaged status (As indicated above).
12. Optional Rules
Below you will find several exciting options for your TI game. All the optional rules provided here are modular and can be used in any combination. It is recommended that you use the options that appeal the most to your particular play group.
12.1 Three, Four, Five, Seven, Eight Player Game
The main rules so far have assumed that you will be playing TI with 6 players. It is possible, and just as enjoyable, to play the game with fewer players. If you wish to play TI with either 3, 4, or 5 players, a few small changes will be needed to the board setup and the way Strategy Cards are handled.
With Shattered Empire you are able to play the game with up to eight players. Galaxy Setup for 3-8 players changes a little bit with the expansions. See following pages for the exact choice of systems.
12.1.1 Three Player Game
The following exceptions apply to the three player game.
Creating the Galaxy with three Players
Players should randomly draw races as normal, and place the unused Home Systems back in the box. Mecatol Rex is placed in the middle of the table as usual. Before shuffling the remaining 32 systems, however, remove 3 empty systems (systems containing a star field with no planets) and one Asteroid Field, placing these 4 systems back in the box. Then shuffle the remaining 28 systems. After the systems have been shuffled, remove 4 random systems and place them back in the box without looking at them. Then deal out the remaining 24 systems, so that each player has eight systems. Players now create the galaxy as normal except the final board constellation and Home System placement should match the illustration for the 3 player game found on the Galaxy Setup for 3, 4, and 5 Players diagram. With the expansions see following pages for the galaxy setup.
Strategy Cards in the three Player Game
During the Strategy Phase of a three player game, players must choose 2 Strategy Cards (when normally players would only choose 1). This is done over two rounds of selection, with the second round of selection using the same order of selection as the first round. Since each player will have two Strategy Cards, players must now execute two separate Strategic Actions at some point during the Action Phase (one for each of their Strategy Cards) before they are allowed to pass. Each individual Strategic Action is resolved as normal. A player may choose which of his Strategy Cards to execute first.
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From the Online-Errata
To determine order of play in a three-or four-player
game (in which players have 2 Strategy Cards) use only
the best (lowest) initiative value of the two cards to
determine order of play.
12.1.2 Four Player Game
The following exceptions apply to the four player game.
Creating the Galaxy with four Players
Players randomly draw races as normal, placing the
unused Home Systems back in the box. Mecatol Rex
is placed in the middle of the table as usual. Shuffle
the remaining 32 systems (do not remove any systems
beforehand). The first player then deals the systems
to the players, with each player receiving 8 systems.
Players now create the galaxy as normal, with the
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final board constellation and home system placement matching the illustration for the 4 player game as found on the Galaxy Setup for 3, 4, and 5 Players diagram. With the expansions see following pages for the galaxy setup.
**Strategy Cards in the four Player Game**
The four player game uses the same rules for choosing Strategy Cards as the three player game (with players choosing two Strategy Cards). Note that in the four player game, since each player selects two Strategy Cards, there will be no Strategy Cards that remain unselected. The “bonus” tokens are therefore not used in the four player game. The Initiative Strategy may still not be selected by the same player twice in a row, unless that player has no other option.
From the Online-Errata: the Action Cards Strategic Flexibility and Strategic Shift should be removed before starting a 4-player game.
To determine order of play in a three- or four-player game (in which players have 2 Strategy Cards) use only the best (lowest) initiative value of the two cards to determine order of play.
**12.1.3 Five Player Game**
The following exceptions apply to the five player game.
**Creating the Galaxy with five Players**
Player’s randomly draw races as normal, and the unused Home Systems are placed back in the box. Mecatol Rex is placed in the middle of the table as usual. Before the galaxy is created (before placing any Home Systems), each player is randomly assigned a number 1 through 5 (using paper, dice, or any other method of randomization). That number assigns each player’s position as indicated on the 5 player setup illustration on the “Galaxy Setup for 3, 4, and 5 Players” diagram. The first player shuffles the remaining 32 systems, removing one random system, placing it back in the box without looking at it. The first player then places another single random system face down next to Mecatol Rex in a position of his choice. Then he deals the remaining 30 systems to the players (with each player receiving 6 systems each.) Players now create the galaxy as normal, with the final board constellation and Home System placement matching the illustration found on the Galaxy Setup for 3, 4, and 5 Players diagram. After the entire galaxy has been completed, reveal the face down system that was placed adjacent to Mecatol Rex. Due to the nature of 5 players in a hexagon-derived board, some players will be closer to each other than others. To compensate for this, players in position 1 and 4 receive four Trade Goods before the game begins (placing them on their Race Sheets), and the player in position 5 receives six Trade Goods before the game begins (placing them on his Race Sheet). With the expansions see following pages for the galaxy setup.
**Strategy Cards in the five Player Game**
The five player game uses the same rules for choosing Strategy Cards as in the normal six player game. Unlike the 6 player game, however, there will be three remaining unselected Strategy Cards. Place a bonus token on each unselected Strategy Card, thus placing a total of three bonus tokens every round instead of two.
**12.1.4 Seven and Eight Player Games**
Included in this expansion, you will find 2 new colours of plastic, matching Technology decks, Control Markers, and Command Counters, and enough systems to play a 7- or 8-player game. When playing the 7- or 8-player game, make the following rules changes to setup.
1. First, remove 2 random systems. (the Online-Errata says, that this point should be ignored)
2. Then, the first player shuffles the remaining 55 systems.
3. He removes 2 (for a 7-player game) or 3 more random systems (for an 8-player game), placing them back in the box without looking at them.
4. The first player then places 4 random hexes in a position of his choice facedown adjacent to Mecatol Rex.
5. He deals the remaining tiles to the players. Each player will then have 7 systems if playing with 7 players, or 6 systems if playing with 8.
6. Players now create the galaxy as normal, with the final board constellation and Home System placement matching the illustration found on the Galaxy Setup for 7 and 8 Players diagram.
7. Once setup is complete, turn the 4 facedown tiles around Mecatol Rex face-up.
8. Due to the nature of the 7-player board, the players in positions 1 and 2 receive 4 Trade Goods and the player in position 3 receives 6 Trade Goods before the game begins.
in a position of his choice facedown adjacent to Mecatol Rex 5 He deals the remaining tiles to the players Each player will then have 7 systems if playing with 7 players or 6 systems if playing with 8 6 Players now create the galaxy as normal with the final board constellation and Home System placement matching the illustration found on the Galaxy Setup for 7 and 8 Players diagram 7 Once setup is complete turn the 4 facedown tiles around Mecatol Rex face up 8 Due to the nature of the 7 player board the players in positions 1 and 2 receive 4 Trade Goods and the player in position 3 receives 6 Trade Goods before the game begins
**Strategy Cards in the 7- and 8-Player Games**
The 7- and 8-player games use the same rules for choosing Strategy Cards as the standard 6-player game. However, all Strategy Cards will be selected in the 8-player game. The 8-player game is therefore somewhat similar to the 4-player game, and the Action Cards Strategic Flexibility and Strategic Shift should be removed before starting an 8-player game (as the errata for 4-player games says).
**12.2 Base Game Option 1: Long War**
Some players may find the path to 10 victory points too brief. Such players may desire a more definitive, longer, and more epic experience. You can create this experience by using the optional side of the Victory
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Point Track, which goes to 14 victory points rather than
10. In addition, when preparing the Public Objective
Deck, randomly select 5 Stage II Public Objective Cards
(instead of 3) in addition to the “Game Over Card”, and
8 Stage I Public Objective Cards (instead of 6), creating
a Public Objective Deck of 14 cards (instead of 10).
12.2.1 Alternative Variant
By using the suggested Public Objective Deck above,
your game will end somewhere between turn 9 and
turn 14. If so desired, you can simply omit the “Game
Over” card from the Objective Deck. If you do so, you
should end the game after the Status phase in which
the last Public Objective Card was drawn.
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12.3 Base Game Option 2: Age of Empire
The victory point system of TI, as written, rewards players that seek a balance of planning and flexibility. Some players, however, may desire that the victory objectives of TI be more predictable (which was the case in the two previous editions of TI) so that they may form a more stable long term strategy. This is accomplished in the following way: After creating the Public Objective Deck as normal, start to draw its cards, starting from the top. After drawing a card, place it face up in the common play area, creating a straight line of cards starting to the left. After drawing and placing the “Game Over” card, if there are any additional cards remaining in the deck, place those cards back in the box (you will not need them). Now you should have a line of Public Objective Cards somewhere between 7 and 10 cards long with the “Game Over” card in the rightmost position. During the game, players may qualify for the victory points of any of the revealed Objective Cards from Turn one. No further Public Objective Cards will enter the game. In this way, players know exactly which objectives will give them victory points for the duration of the game. After the end of the Status Phase of the first game round, place a Turn token (a glass bead, a thimble, a quarter, etc.) on the leftmost card. After every Status Phase is finished, move the Turn token one card to the right. When the Turn token moves onto the Game Over card, the game ends immediately, and the player with the highest number of victory points is the winner (as described in the core rules). In this way, your row of Objective Cards also act as a Turn track
From the Online Errata
When playing with the “Age of Empire” game option, players may not qualify for Stage II objectives during the first three rounds of play.
12.4 BG Option 3/SE Option 11-12: Distant Suns
Included in the game, you will find the octagon shaped Domain Counters that form the core of the Distant Suns game option. Using Domain Counters dramatically alters the strategy and flavour during the early turns of TI, as they simulate the dangers and rewards of space exploration and colonization. After the game board has been created, but before the game begins, randomize the Domain Counters and place one Domain Counter face down on every neutral planet on the board (do not place Domain Counters on any Home System planets or on Mecatol Rex). Place excess Domain Counters back in the box without looking at them.
The Domain Counters
Domain Counters reflect the unknown aspects of deep space exploration and colonization, functioning as follows:
• A planet’s Domain Counter is revealed (and its effects resolved) immediately after a player has landed all his desired Ground Forces there during the Planetary Landings step of a Tactical Action. After a Domain Counter has been revealed, the active player may not land additional Ground Force units on the planet during the same activation.
• When revealed, the symbol on the front of the Domain Counter represents the encounter/event of the planet. Immediately resolve the effects of that event. In this rules booklet, you will find a detailed description of every Domain Counter effect.
• If a player comes to control a planet without actually landing forces there during a Tactical Action, the Domain Counter is ignored and placed back in the box with no effect.
• If, for any reason, a planet returns to neutrality after being occupied by a player, do not place a new Domain Counter on the planet.
Probing
Immediately after the movement step of a Tactical Action (not a Transfer Action) the active player may choose to probe Domain Counters in the activated system as long as he has at least one Fighter unit in the system. If probing, the player may secretly look at every face down Domain Counter in the system. After looking, he must return the Domain Counters face down to their respective planets. The player may not look at the counters again, unless he probes once more during a future activation, or lands Ground Forces on the planet. A player may not land Ground Forces on a planet during the same activation in which he probed the planet.
Special Rule: If the Lazax Survivors Domain Counter is probed, remove the counter from the game. The probing player immediately receives one victory point and may immediately draw 3 action cards.
system as long as he has at least one Fighter unit in the system If probing the player may secretly look at every face down Domain Counter in the system After looking he must return the Domain Counters face down to their respective planets The player may not look at the counters again unless he probes once more during a future activation or lands Ground Forces on the planet A player may not land Ground Forces on a planet during the same activation in which he probed the planet Special Rule If the Lazax Survivors Domain Counter is probed remove the counter from the game The probing player immediately receives one victory point and may immediately draw 3 action cards
Razing
During the Invasion Combat segment of a Tactical Action, a War Sun or Dreadnought in the same system as a Domain Counter may choose to raze a face down Domain Counter. The active player simply announces that he is razing the planet, and then he removes the Domain Counter and returns it to the box without applying its effects. A War Sun or Dreadnought may not raze a Domain Counter that has already been revealed. Note that a single War Sun or Dreadnought may only raze one Domain Counter in its system. If a player wishes to raze two Domain Counters in the same system during the same activation, he must have at least two Dreadnoughts/ War Suns in the system. A War Sun or Dreadnought, that has been used (or will be used) for razing after the movement step may not be used for bombardment during the same activation. After razing a planet, a controversial act, the player
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may face adverse reactions from his own people and
the Galactic Council. After razing a Domain Counter, the
player should roll the dice and consult the table below.
Result Effect
1-7 No effect
8-9 Lose 3 random Action Cards
0 Lose 3 random Action Cards and
immediately exhaust all his ready planets
Special Rule: If a player razes the Lazax Survivors Domain
Counter, he must immediately discard all of his Action
Cards, exhaust all of his planets, and lose all of his Trade
Goods. In addition, that player may not vote on the next
Political Agenda.
12.4.1 Domain Counters Description
Biohazard (Low Risk)
The hostile environment of this planet
requires terraforming. The first Ground Force
unit to land here is always eliminated while
this token remains. Discard this counter after a player
successfully invades this planet.
Hostile Locals (1: Low Risk)
The local population will not be subdued. The
indicated number of local Ground Forces will
fight any invader (allow another player to
roll their combat dice). If an invasion attempt fails, the
locals return to their full indicated strength. May not be
bombarded. Discard after a successful invasion.
Fighter Ambush (1: Low Risk)
After landing, a Space Battle immediately
starts in the system against the indicated
number of local Fighters (allow another player
to roll their combat dice). Players may not use Anti-
Fighter Barrage in his Space Battle. If the Space Battle
fails, then the planet remains uncontrolled, all landing
Ground Forces are discarded, and the fighters return
to full indicated strength. Discard this counter after a
successful Space Battle.
Settlers (Low risk)
Return all of your Ground Forces to their
Carrier/War Sun. Roll a die: [6+] Place two
free Ground Forces on the planet from your
reinforcements [1-5] Determine a random opponent.
That opponent places two free Ground Forces from his
reinforcements on the planet. Then discard this counter.
Hostage Situation (Low risk)
Your landing party is taken hostage by the local
inhabitants. Pay Trade Goods equal to the
number of Ground Forces landing or lose all
Ground Forces in the initial landing (the planet remains
uncontrolled). Then discard this counter.
Peaceful Annexation (Low Risk)
The landing proceeds without incident.
Discard this counter.
Natural Wealth (2: Low Risk)
This planet has resources available for
immediate exploitation. Receive the number
of Trade Goods indicated, if able.
Then discard this counter.
Native Intelligence (Low Risk)
The native race here offers their espionage
services. Secretly look at any one facedown
Domain Counter on any planet of your choice.
Then discard this counter.
Radiation
The planet contains unexpected high levels of
radiation.
Kill all the Ground Forces of the initial landing
(the planet remains uncontrolled), then remove this
counter.
Automated Defense System
Roll two dice. For each [6+] lose 1 ship in
this system and one landing Ground Force.
If no Ground Forces remain on this planet, it
remains uncontrolled. The first player to successfully
invade this planet removes this counter and may place
one free PDS unit on the planet.
Wormhole Discovery
Place this counter in the middle of the system
to indicate the presence of a new wormhole.
This wormhole will connect to other
wormholes of the same letter (Alpha or Beta) following
the normal rules for wormholes.
Lazax Survivors
A discovery of ancient prophecy. You may
take this counter to receive 3 additional votes
towards all future political agendas. (See Lazax
Survivors in Probing/Razing)
Hidden Factory
You unearth an ancient, abandoned starship
factory. Immediately receive any number of
ships (for free) worth up to 2 resources. Place
them in this system, then discard this counter.
Industrial Society
An industrious and friendly populace
welcomes you. You may place a free Space
Dock here. The Planet card for this planet is
not exhausted when you receive it. Discard this counter.
Technological Society
The player to your left must search through
your Technology deck and give you a free
technology advance for which you have the
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necessary prerequisites. Then discard this counter.
12.4.2 Shattered Empires: Territorial Distant Suns
This option keeps all the excitement of Distant Suns
while reducing the risk of early expansion. Follow these
instructions instead of setting up the Domain counters
as normal:
1. Make a pile that includes all of the following domain
counters. This is known as the Low Risk Pile:
◦◦Biohazard
◦◦Hostile Locals (1 Strength)
◦◦Fighter Ambush (1 Strength)
◦◦Settlers
◦◦Hostage Situation
◦◦Peaceful Annexation
◦◦Natural Wealth (2 Quality)
◦◦Native Intelligence
2. Place all the other Domain counters in a separate
pile.
3. Randomly place counters from the “low risk” pile
onto all planets in the outer ring as well as any
planets adjacent to Home World systems.
4. Mix all of the remaining Domain counters together
and randomly distribute them among the remaining
planets.
12.5 Base Game Option 4: Leaders
Included in the game, you will find 30 (42, 51) Leader
counters (3 for each race). These represent exceptional
personalities that will assist their race in its struggle to
attain the imperial throne. There are five different types
of Leaders: Generals, Admirals, Diplomats, Agents, and
Scientists.
12.5.1 Placing Leaders
When using this game option, all three of a race’s
Leaders are placed in their player’s Home System before
the game begins just like the normal starting units. Like
Ground Forces and PDS, a Leader is always considered
to be on a planet, or being transported by a ship.
Unlike Ground Forces and PDS, however, any spaceship
(including Fighters) may transport one or more Leaders
using the same rules as Carriers transporting Ground
Force units. Leaders do not count towards the capacity
of any ship. A Leader is not allowed to land on a neutral
or hostile planet unless accompanied by at least one
Ground Force unit. If a Leader is part of an Invasion
Combat on an enemy (or Neutral planet, if using the
Distant Suns option) the Leader will be automatically
captured should the invasion fail against another
players planet (or Killed if the Invasion Combat fails
against a neutral planet).
12.5.2 Killing and Capturing Leaders
Leaders are powerful assets, and your opponents would
like nothing better than to capture or eliminate these
individuals.
In space If a ship carrying a Leader is destroyed during
a Space Battle, roll a die. On a result of 1- 5, the leader
is Killed and permanently removed from play. On a
result of 6- 8, the Leader escapes and its owner may
immediately place the Leader on any friendly planet
(not under blockade). On a result of 9 -10, the Leader
is captured by the opposing player in the Space Battle
(see below). If a ship is destroyed any time other than
during a Space Battle, the Leader is automatically killed
and removed from play.
12.5.3 On a planet
If a planet containing a Leader is successfully invaded
by an enemy player, roll a die. On a result of 1 -5 the
Leader is captured On a result of 6 -9 the Leader escapes
and its owner may immediately place the leader on any
friendly planet (not under blockade). On a result of 10,
the Leader is killed and removed from the game.
If a Leader is present on a planet whose ownership
changes for any other reason than invasion, the Leader
automatically escapes and may be placed on any
friendly planet. Leaders can never exist on neutral or
enemy planets or in space by themselves.
12.5.4 Captive Leaders
When capturing a Leader, the capturing player (the
“captor”) places the captured Leader in his playing area.
During the Status Phase, a captor may freely transfer
the captive to another player, including the owner of
the Leader (in which case the Leader is FREED and
immediately placed on any friendly planet not under
blockade, of its owner’s choice). Instead of transferring
the prisoner, the captor may choose to keep the
prisoner another round, or execute the prisoner. If
choosing the latter, the captor announces the execution
and removes the said leader from play.
12.5.5 Rescuing a captive Leader
Every time a planet is successfully invaded, if the planet
was controlled by a player holding any captive Leaders,
roll a die after a successful invasion. If the result is a 9
or 10, a captive leader has been found by the invader.
If more than one prisoner is held by the losing player,
the invader may choose which of the captive Leaders to
rescue. If the rescued Leader belongs to another race,
the invader is now its new captor, and must choose
what to do with the new captive during the next Status
Phase. If the rescued Leader belongs to the invader, the
Leader is immediately placed on any friendly planet
(not under blockade) of the invader’s choice. If a player
successfully invades the last planet of another player,
all captive Leaders held by the eliminated player are
transferred to the invader.
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12.5.6 Leader Abilities
The abilities of a Leader depend on the Leader type.
The 5 different Leader types and abilities are:
Scientist
• A planet that contains a technology
specialty and at least one Scientist provides
a technology discount of 2 credits rather
than 1.
• A planet with at least one Scientist may build a new
Space Dock at a cost of 2 rather than 4.
• PDS units on a planet with at least one Scientist
receive +1 on all rolls.
• Planets with at least one Scientist and one PDS
unit may not be bombarded by a War Sun unit (a
War Sun can normally ignore the planetary shield
provided by a PDS.)
Diplomat
• If a Diplomat is present on a planet about to
be invaded by enemy Ground Forces during
the Planetary Invasion step, the Diplomat
may delay the invasion by one round. Simply return
the enemy Ground Force units to their Carrier(s).
A planet protected by a Diplomat may not be
protected again by a Diplomat for the remainder of
the round, or for the next game round.
• A fleet that contains at least one Diplomat may
move through systems containing an opponent’s
ships, but only if the opponent grants his permission
for the transit.
General
• When a General participates as the attacker
in an Invasion Combat (by landing with the
invading Ground Forces) the active player
may reroll up to two dice during every round of
that Invasion Combat.
• Dreadnoughts and War Suns receive -4 to
bombardment rolls against a planet that contains at
least one General.
• All defending Ground Forces on a planet that
contains at least one General receive +1 to their
combat rolls during Invasion Combat.
Admiral
• When an Admiral participates in a Space
Battle (as attacker or defender), its owner
may roll one additional die for the ship
that is carrying the Admiral. (Note that only one
additional die is rolled, even if the Admiral is on a
War Sun.)
• A Dreadnought carrying an Admiral receives +1
movement.
• When attacked by a fleet containing an Admiral,
a defending fleet may not retreat unless the
defending fleet also contains an Admiral.
Agent
• If an Agent is part of an Invasion Combat as
an attacker (by landing on the enemy planet
with one or more friendly Ground Forces),
enemy PDS may not fire at the invading Ground
Forces.
• If an Agent is part of a successful Invasion Combat
as an attacker (by landing on the enemy planet with
one or more friendly Ground Forces), the active
player may replace any enemy PDS and Space Dock
on the planet with his own similar units (normally
these units would be destroyed).
• An Agent may be sacrificed at any time to act as a
“Sabotage” action card. Simply announce the action
after another player plays an Action Card, cancelling
its effects. Then discard both the Action Card and
the Agent.
12.6 Base Game Option 5: Sabotage Runs
Although the mighty War Sun unit is the undisputed
king of space, history has shown that such hybris of
creation often hides a fatal flaw that can be exploited
by the smallest of spacecraft. When using this game
option, Fighter units have a desperate chance of a
pre-Space Battle strike at an enemy War Sun in the
contested system. This desperate attack is called the
“sabotage run.”
12.6.1 Announce the Run
A sabotage run takes place before an actual Space Battle
begins, immediately after any Destroyer Anti-Fighter
Barrage. Both players (attacker first) may announce
that they are making a Sabotage run against an enemy
War Sun in the battle (if no War Sun is present among
the enemy units, a player cannot undertake a sabotage
run). If both players have War Suns, the attacker should
resolve his sabotage run first, followed by the defender.
After announcing a sabotage run, a player must commit
a number of Fighter units to the dangerous task. After a
number of Fighters have been committed, the sabotage
run is executed over two rounds of die rolls.
12.6.2 The Outer Defences
Roll a die for every Fighter committed to the sabotage
run. On an unmodified result of 9 or 10, the Fighter
makes it through the outer defences of the War Sun.
All other results destroy the Fighter unit, which receives
no return fire.
12.6.3 The Inner Defences
For every Fighter unit that made it past the outer
defences of the War Sun, roll another die (one at a
time). If the fighter rolls an unmodified result of 10,
the sabotage run is successful and the War Sun is
immediately destroyed. Such a destroyed War Sun
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receives no return fire. All other die results instantly
destroy the Fighter unit, which receives no return fire.
Surviving Fighter units are able to participate in the
subsequent Space Battle. An unharmed War Sun is able
to participate in the Space Battle with no ill effects.
Should an opponent have two War Sun units, a player
is allowed to make a sabotage run against both units
by dividing his committed Fighters into two separate
pools. With each of these pools attacking one specific
War Sun, simply resolve each separate sabotage run,
one at a time.
12.7 SE Option 1: The Variant ISC
Shattered Empire includes a variant Imperial Strategy
Card for use with the base game, titled Imperial II. To
play with the variant ISC, simply use the new Imperial II
Strategy Card in place of the original Imperial Strategy
Card. In addition, to play with the Imperial II card you
must also use the “Age of Empire” variant. Note that
this variant Imperial Strategy Card is only intended as an
optional replacement for the original Imperial Strategy
Card. It is not part of the new set of 8 Strategy Cards
discussed in Option 2, below.
12.8 SE Option 2: The Variant Strategy Cards
This expansion includes 8 new Strategy Cards,
distinguished by a white background (whereas the
original Strategy Cards and the variant Imperial II
Strategy Card have a black background). Players may
decide to play with these 8 Strategy Cards instead of
the original 8. While most of these cards serve the
same purpose as the originals, many function quite
differently and favour slightly different play styles.
When playing with the variant Strategy Cards, make the
following changes during setup:
1. Each player receives 2 Political Cards at the start of
the game. Players will have a hand of Political Cards
in addition to their hand of Action Cards throughout
the game. These cards will be played when using the
new Assembly Strategy Card.
2. When building the Objective deck (step 7 of setup),
add one extra Stage II Objective to the Stage II deck.
3. After building the Objective deck, reveal the top
card and place it face up in the common play area.
Certain Strategy Cards in this expansion have the same
name as previous Strategy Cards but are followed by
the Roman numeral II. These cards are affected by all
abilities and cards that would affect their counterpart
with the same name. Finally, we recommend that
players play to 1 fewer Victory Point when playing with
the new Bureaucracy Strategy Card.
Note: If at any time any player draws an Action Card or a
Political Card that refers to a Strategy Card not being used
in the current game, discard it and draw a new card.
Optional Strategy Card Replacement
Players using the original set of Strategy Cards may wish
to optionally replace any of the original cards with its
new counterpart of the same name. For example, a
player may wish to play with the original set of Strategy
Cards but choose to replace Technology with the new
Technology II Card and Imperial with the new Imperial II
card. Players may also wish to try playing with the new
cards, and replacing some of the new cards with their
original counterparts. In either case, if you wish to mix
Strategy Cards, you should only swap out cards of the
same name.
12.9 SE Option 3: Variant Objectives
This expansion includes two new variant Objective
decks. These new Objective decks focus more on
warfare and encourage more conflict than the original
Objective decks. Players who wish to use these
objectives should use both new decks instead of the
Stage I and Stage II cards provided with the original
game. The Special Objective Cards included with this
expansion are separate from the new Public Objective
decks. The Special Objective Cards are used only when
playing with the Artefacts or Voice of the Council
options.
12.10 SE Option 4: Race Specific Technologies
Players who want more diverse abilities for the races
may enjoy this option. Each race has one Race Specific
Technology Card that may be purchased instead of a
regular Technology Card. Whenever you are entitled to
purchase a Technology, you may purchase your race
specific Technology instead.
The cost of a Race Specific Technology is whatever you
would pay for a regular Technology at the time plus the
cost on the race specific Technology card.
Example: The Sardakk N’orr player is executing the primary
ability of the Technology Strategy Card. He chooses his
Race Specific Technology, “Berserker Genome,” which has a
cost of 5. He must spend 5 resources to acquire “Berserker
Genome.” If the Sardakk N’orr player were executing the
secondary ability of the Technology Strategy Card, he would
have to pay 13 resources for “Berserker Genome.”
The Race Specific Technology Cards have no
prerequisites. Race Specific Technologies do not have a
technology colour and therefore their costs may not be
reduced using technology specialties or the “Research
Grant” Political Card. These cards are treated as normal
technologies in all other respects.
Using this Option with Shards of the Throne
The Shattered Empire expansion provides each
race with one Race-Specific Technology Card.
When playing with both expansions, each
race has two different Race-Specific Technology Cards
available for purchase. A few Race-Specific Technology
5 resources to acquire Berserker Genome If the Sardakk N orr player were executing the secondary ability of the Technology Strategy Card he would have to pay 13 resources for Berserker Genome The Race Specific Technology Cards have no prerequisites Race Specific Technologies do not have a technology colour and therefore their costs may not be reduced using technology specialties or the Research Grant Political Card These cards are treated as normal technologies in all other respects Using this Option with Shards of the Throne The Shattered Empire expansion provides each race with one Race Specific Technology Card When playing with both expansions each race has two different Race Specific Technology Cards available for purchase A few Race Specific Technology
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Cards are only used when playing with both expansions. These cards are marked with a red Shattered Empire symbol (pictured above) on the lower left-hand corner of the front of the card.
These special cards include a few replacement cards for cards found in Shattered Empire (Berserker Genome and Bioptic Recyclers), as well as a second Race-Specific Technology Card for each of the new Shards of the Throne races. If you are not playing with the Shattered Empire expansion, simply place the cards with this symbol in the box and do not use them during the game.
12.11 SE Option 5: Artefacts
This expansion includes 8 Artefact tokens, with 4 corresponding Special Objective Cards. When playing with the Artefacts option, include the 4 Special Objective cards that have pictures of artefacts on their fronts. As described on the 4 Artefact Special Objective cards, artefacts are worth 1 Victory Point to the player that controls the planet that the artefact is on. Artefacts may never be moved or destroyed. Four of the Artefact tokens represent actual artefacts, while the other 4 are Dummy tokens.
12.11.1 Setting up Artefacts
At the start of the game, immediately after setting up the map (step 9 of setup), each player (starting with the Speaker) chooses one planet. Players may not choose Mecatol Rex, a planet in or adjacent to a Home System, or a planet in a system that contains a planet that’s already been chosen. Then, place one random Artefact token facedown on each planet chosen. (Changed in the Online Errata)
12.11.2 Playing with Artefacts
When a player gains control of a planet, which contains a facedown Artefact token, the Artefact is immediately turned face up. If the token is indeed an Artefact (the token is coloured) then the player immediately claims the corresponding Special Objective Card (placing it in front of him) and gains 1 Victory Point. If the player loses control of the planet with the Artefact (and therefore no longer meets the condition on the Special Objective), then he immediately loses the Objective Card and 1 Victory Point. Once an artefact is revealed, it will remain face up for the rest of the game. Revealed Dummy tokens may be discarded when revealed.
If a player takes control of a planet that has a face up artefact on it, he immediately claims the corresponding Special Objective Card (taking it from another player if necessary) and gains 1 Victory Point.
Example: The Sol player gains control of Hope’s End. He flips over the Artefact token there, and it shows the red artefact (Lazax Armory). He immediately claims the matching Special Objective and places it in front of him. He then scores 1 Victory Point on the Victory Point Track. Later that turn, the Muaat player gains control of the planet containing the artefact. He takes the Special Objective away from the Sol player. The Sol player then loses 1 Victory Point and the Muaat player gains 1 Victory Point.
12.12 SE Option 6: Shock Troops
As the Twilight Wars progressed and warriors proved themselves in battle, a new classification of Ground Forces known as Shock Troops arose. Shock Troops are elite, experienced troopers that make very formidable opponents. The rules for Shock Troops are as follows:
12.12.1 Acquiring Shock Troops
If a Ground Force rolls a 10 in battle, it becomes a Shock Troop at the end of the combat round, after casualties are removed. Replace the Ground Force with a Shock Troop token. If no Shock Troop tokens are available, the Ground Force remains a Ground Force.
12.12.2 Using Shock Troops
Shock Troops have a Battle value of 5 (a significant increase over the 8 of standard Ground Forces).
After a successful invasion, if at least one Shock Troop unit has survived the battle (along with at least one Ground Force unit, see below), the invading player may capture enemy Space Dock and PDS units on the planet. (Normally such units would be destroyed after a successful invasion.) Immediately, at no cost, replace the enemy units with the same units of the invading player.
of the combat round after casualties are removed Replace the Ground Force with a Shock Troop token If no Shock Troop tokens are available the Ground Force remains a Ground Force 12 12 2 Using Shock Troops Shock Troops have a Battle value of 5 a significant increase over the 8 of standard Ground Forces After a successful invasion if at least one Shock Troop unit has survived the battle along with at least one Ground Force unit see below the invading player may capture enemy Space Dock and PDS units on the planet Normally such units would be destroyed after a successful invasion Immediately at no cost replace the enemy units with the same units of the invading player
12.12.3 Shock Troop Restrictions
• Shock Troops must always be taken as casualties before any other Ground Forces during Invasion Combat. This excludes any other time that a Ground Force would be taken as casualty (bombardment and PDS Fire, for example).
• Shock Troops must always be present with at least one friendly, plastic Ground Force. If a Shock Trooper is ever left alone, it becomes a regular Ground Force and the Shock Troop token is replaced by a plastic Ground Force unit of the owner’s colour.
From the Online Errata: If a Shock Troop is on a ship, it is considered to be “present with” a friendly Ground Force if there is a Ground Force on any ship in that fleet.
Example: Player 1 has 2 Ground Forces in battle. He rolls a 9 and a 10. He therefore deals 2 casualties and one of his Ground Forces becomes a Shock Troop. His opponent deals him 1 casualty. After casualties are removed, Player 1’s remaining Ground Force would have become a Shock Troop, but now it is no longer present with a plastic Ground Force unit, so it remains a normal Ground Force. Shock Troops are treated as Ground Forces for all cards and abilities. Note that there are other ways to acquire Shock Troops (such as from Hope’s End or certain Action Cards).
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12.13 SE Option 7: Space Mines
Later in the war, it became clear that PDS cannons
were not enough to defend the core systems. Space
mines – homing explosives that lock on to capital
ships’ registration signals and attempt to detonate
enemy targets – were developed to supplement other
defences.
12.13.1 Deploying Space Mines
During the Production step of an activation of a system
containing a friendly Cruiser, the active player may
spend 2 resources in order to produce 1 space mine in
the system. No player may produce space mines if no
tokens are available. He places a space mine token in
the system with his Control Marker on it. Players may
never produce more than one space mine during a
single activation.
Example: The Muaat player activates his Home System and
moves an adjacent Cruiser into it. During the Production
Step of the activation, he produces a space mine from his
Cruiser and places his Control Marker on it.
12.13.2 Triggering Space Mines
After the PDS Fire step of an activation in which a player
moves ships into a system containing an opponent’s
space mines, he must roll 1 die individually for each
non Fighter ship entering the system (the active player
must announce before each roll which ship he is rolling
for). For each roll of 9 or 10, the ship is immediately hit.
After all ships have been rolled for, remove one space
mine token from the system and resume the action. A
player only rolls for space mines once, even if there is
more than one space mine present. If there are multiple
space mines, the active player may decide which space
mine to remove after rolling.
Important: Players only have to roll for space mines if they
end their movement in a system containing them. Players
may move through a system containing space mines
without any effect. Example: The Saar player decides to
move 1 Dreadnought, 1 Carrier, and 2 Fighters into a system
containing an opponent’s space mines. He rolls 1 die for the
Dreadnought (the result is a 10) and 1 die for the Carrier
(the result is a 9). The Carrier is then destroyed and the
Dreadnought is damaged. Although he did not have to roll
for the Fighters, they are now destroyed because they are
not supported (by a Carrier, a Space Dock, or the Advanced
Fighters technology).
From the Online Errata: Space Mines are triggered anytime
an enemy ship enters or is built in the system. This includes
the Warfare secondary ability, transfer actions, retreats,
and when building new units. This does not include moving
through a system (unless picking up units from the system).
12.14 SE Option 8: The Wormhole Nexus
The Wormhole Nexus tile represents a unique system
outside the known galaxy. This tile is placed off the board,
and a player may travel to it by using either an Alpha or
a Beta Wormhole. Players always have a choice as to
whether they want to travel to the Wormhole Nexus or
another end of a matching Wormhole whenever they
use a Wormhole. The Wormhole Nexus is treated like
any other system, but is considered adjacent to every
system that contains an Alpha or Beta Wormhole.
Note: The Wormhole Nexus need not be controlled to
fulfil the “Keeper of Gates” Special Objective (but it
can be easier to fulfil this objective if playing with the
Wormhole Nexus).
12.15 SE Option 9: Facilities
Players who prefer games with more abundant
resources may wish to use this option. This expansion
includes 16 Facility Cards: 8 colonies and 8 refineries.
These facilities may be built on any planet outside of
a player’s Home System at the cost of 1 resource.
Facilities add 1 additional resource or influence to the
planet they are built on. Colonies increase the influence
value of a planet by 1, while refineries increase the
resource value of a planet by 1.
12.15.1 Building Facilities
A player may build facilities during the Produce Units
step of a Tactical Action. Facilities are built following the
same rules as Space Docks, and may only be built on
a planet that you have controlled for the entire game
round. A player may not build a facility if an opponent
has ships in the system or if there are no more Facility
Cards of the chosen type remaining. Facilities may not
be built on Trade Stations. Important: Building a facility
on a planet exhausts that planet, if it is not exhausted
already. You may exhaust a planet to build a facility on
that planet, but you do not receive the extra influence
or resource that game round. Once built, place the
Facility Card under the planet card, with the bottom
edge sticking out to indicate that it will provide an
additional influence (colony) or resource (refinery) in
future game rounds. You never exhaust Facility Cards.
Instead, when you exhaust a planet with a facility, the
planet is treated as if the relevant number on the planet
card (influence for colonies or resources for refineries)
were one higher. Each planet may have no more than
one facility on it at a given time. If a player successfully
invades a planet that contains an opponent’s facility,
the facility is immediately destroyed.
Exception: A facility may be captured by agents or Shock
Troops as if it were a Space Dock.
12.16 SE Option 10: Tactical Retreats
With this option, add the following rule regarding
retreats: “When announcing a retreat, the defender
may use a Command Counter from his Strategy
Allocation area to activate an adjacent, unactivated
system that does not contain enemy units (changed
facility the planet is treated as if the relevant number on the planet card influence for colonies or resources for refineries were one higher Each planet may have no more than one facility on it at a given time If a player successfully invades a planet that contains an opponent s facility the facility is immediately destroyed Exception A facility may be captured by agents or Shock Troops as if it were a Space Dock 12 16 SE Option 10 Tactical Retreats With this option add the following rule regarding retreats When announcing a retreat the defender may use a Command Counter from his Strategy Allocation area to activate an adjacent unactivated system that does not contain enemy units changed
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43
in the Online Errata). At the end of the combat round,
he must retreat to this system. Players may also still
attempt normal retreats.”
12.16.1 From the Online Errata: Stalemates
If a situation ever arises during a Space Battle or Invasion
Combat where all ships cannot be destroyed, such as 2
Dreadnoughts with Duranium Armour or 2 Fighters in
an Ion Storm with Advanced Fighters technology, the
attacker must perform a tactical retreat. If the attacker
cannot retreat, that player’s ships are destroyed.
12.17 SE Option 13: Custodians of Mecatol Rex
Using this option, a single Ground Force can no longer
invade Mecatol Rex on a whim. Now the Winnaran
custodians will protect the capital with strength and
fortitude. When using this variant, place both of the
Mecatol Rex Custodian tokens on Mecatol Rex during
setup. The Mecatol Rex Custodians have 2 Ground
Forces and 3 Fighters that will protect the planet from
invading players. A player attempting to invade Mecatol
Rex must first fight the Fighter Ambush token present
and then defeat the Hostile Locals with his Ground
Forces. The specific rules for encountering these tokens
are the same as their Domain token counterparts and
can be found on the back of this rulebook. Once these
tokens are defeated, they are removed from the game.
If playing Distant Suns with this option, do not place a
Domain token on Mecatol Rex.
12.18 SE Option 14: Voice of the Council
Players who wish to add to the usefulness of influence
and Political Cards may wish to use the included Voice
of the Council Special Objective Card. This Special
Objective works as follows. Before activating the
primary ability of the Political Strategy Card or the
Assembly Strategy Card, the active player may call for
a vote to determine who becomes Voice of the Council.
All players then vote for any player (as if they were
voting on an agenda). The player that receives the most
votes (ties being broken by the Speaker) gains control
of the Voice of the Council Objective (placing it in front
of him). He immediately gains 1 Victory Point, and the
previous owner of the Objective loses 1 Victory Point.
Example: The Sol player uses the Assembly Strategy Card
and decides to call a vote for Voice of the Council. The
Sol player wins the vote and gains the card (immediately
gaining 1 Victory Point). On the following turn, the Muaat
player wins a vote for Voice of the Council. The Sol player
loses 1 Victory Point and the Muaat player gains 1 Victory
Point.
12.19 SE Option 15: Simulated Early Turns
This option is for players who wish to speed up the
early game. Using this option, players can quickly
decide where they wish to expand early in the game.
To use this option, perform the following procedure
immediately after regular setup:
1) Claim Territory
After setup, starting with the Speaker and proceeding
clockwise, each player places a Command Counter
from his reinforcements onto a system adjacent to his
Home System. After each player has placed a Command
Counter, each player, in the same order, may place
a second Command Counter. Players may place the
second Command Counter adjacent to their Home
System or adjacent to the system in which they placed
their first Command Counter.
2) Build Units and Buy Technology
Starting with the Speaker and proceeding clockwise,
each player receives resources equal to the total
resources of his Home System plus 3. These may be
used to purchase additional starting units and/or 1
Technology advance. Each player may purchase one
Technology advance for 4 resources. This cost may not
be reduced, the player must have the necessary pre-
requisites, and players may not purchase Race Specific
Technologies. All unused resources are lost.
3) Place Units
Starting with the Speaker and proceeding clockwise,
each player places his starting units in his Home System
and/or any systems in which he has placed a Command
Counter. Two important restrictions are that:
1) A player must place a Space Dock on one of his Home
System planets, and
2) A player is free to place Ground Forces and PDSs on
planets in his Home System. However, all Fighters,
Ground Forces, and PDSs that are placed outside a
player’s Home System must be placed with ships
that are capable of carrying all the Fighters, Ground
Forces, and PDSs in the system. Ships capable of
carrying these systems include Carriers, War Suns,
and ships with Stasis Capsules.
Example: During the simulated early turns, a player wants
to place 1 Carrier with 3 Fighters in a non-Home System,
along with 4 Ground Forces on a planet in the same system.
This is not legal because the Carrier would not be capable
of carrying all the Fighters and all the Ground Forces in the
system.
4) Receive Planets
Each player claims the planet cards for each planet
with one of his Ground Forces on it. Each player then
removes his Command Counters from the board and
places them back in his reinforcements.
5) Reveal Objectives
Reveal the top card from the Public Objective deck and
place it in the common play area.
6) Abbreviated First Status Phase
Each player receives 1 Action card and refreshes his
planets. Then play proceeds to the first Strategy Phase
as normal. Notes: Players may not use any special
on a planet in the same system This is not legal because the Carrier would not be capable of carrying all the Fighters and all the Ground Forces in the system 4 Receive Planets Each player claims the planet cards for each planet with one of his Ground Forces on it Each player then removes his Command Counters from the board and places them back in his reinforcements 5 Reveal Objectives Reveal the top card from the Public Objective deck and place it in the common play area 6 Abbreviated First Status Phase Each player receives 1 Action card and refreshes his planets Then play proceeds to the first Strategy Phase as normal Notes Players may not use any special
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abilities or technologies during this procedure (treat
the “Special Abilities” area of the race sheets as if they
were blank). Players that start with Trade Goods may
use them when purchasing additional starting units.
However, they may use refresh abilities during Step
6 (the Abbreviated First Status Phase), and they may
discard Political Cards instead of spending Trade Goods
(from the Online Errata).
**12.19.1 Example of Simulating Early Turns**
The Embers of Muaat player is currently the Speaker.
After setting up the map, the Muaat player claims a
system that is adjacent to his Home System, placing one
of his Command Counters on it.
After the other players each claim a system adjacent to
their Home System, the Muaat player claims a second
system. This time he chooses a system adjacent to the
system he claimed in step 1.
During regular setup, the Muaat player received his
normal starting units, pictured here.
After all players have claimed 2 systems, the Muaat
player receives 7 resources (4 from his Home System
plus 3) with which to build additional units. He builds 2
Fighters, 1 Cruiser, 1 Carrier, and 2 Ground Forces.
After everyone has built units, the Muaat player
places his units (his normal starting units as well as the
additional units he just built). He may place them in his
Home System and/or the 2 systems he’s claimed. He
chooses to spread his units among all 3 systems. Note
that he must place a Space Dock in his Home System,
and keep his Ground Forces, Fighters, and PDSs (that are
outside his Home System) with ships that can transport
them. Note also that in this particular example, the
Muaat player also places a Control Marker on the Tsion
Trade Station, because he is the only one with ships
in the system. Finally, the Muaat player receives the
planet cards for the planets he controls and removes
his 2 Command Counters from the map.
**12.20 SotT Option 1: Preliminary Objectives**
Shards of the Throne includes 10 Preliminary Objective
Cards. These cards function exactly like Secret
Objectives that are easier to complete and are worth
only 1 victory point each. However, after a player
completes a Preliminary Objective, he draws a Secret
Objective from the Secret Objective deck.
To play with the Preliminary Objectives, simply deal
one to each player during setup (instead of the usual
Secret Objective) and return the rest of the Preliminary
Objectives to the box, without looking at them.
Preliminary Objective Cards are not shuffled into the
existing Secret Objective deck.
**The Secret Objective Deck**
Some cards and rules in this expansion refer to the
Secret Objective deck. This deck consists of any Secret
Objective not in play. Instead of placing unused Secret
Objective cards in the box, simply place them in the play
area. When a player fulfils a Secret Objective card, it is
removed from the game (and not shuffled back into this
deck).
**12.21 SotT Option 3: Flagships**
This option gives players the ability to build their race’s
Flagship, a powerful unit with unique special abilities.
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for each race. This expansion includes 17 Flagship
cards, one for each race (including the races introduced
in the Shattered Empire expansion), and eight plastic
Flagships, one in each colour. The rules for Flagships are
as follows.
12.21.1 Acquiring a Flagship
When producing units in his Home System, a player can
choose to produce his Flagship. The cost to produce the
Flagship is printed on his race’s Flagship Card.
A player can build his Flagship even if it has been
destroyed previously in the game. However, each player
may only have one Flagship on the game board at any
given time. Flagships follow all normal build rules for
units.
12.21.2 Using Flagships
Each Flagship has its own unique cost, combat value,
movement, capacity, and special ability printed on its
card. They follow all normal rules for units, including
Fleet Supply limits, and all cards and abilities that affect
ships.
12.22 SotT Option 4: The Final Frontier
This expansion includes octagon shaped Domain
Counters similar to those used in the “Distant Suns”
game option. The Space Domain Counters have a
different back than previous Domain Counters (an
image of empty space rather than a planet). Using
these Space Domain Counters, players will experience
more surprises and uncertainty when entering empty
systems. After the game board has been created, but
before the game begins, randomize the Space Domain
Counters and place one Space Domain Counter
facedown in each system that does not contain any
planets (excluding Special Systems). Place unused Space
Domain Counters back in the box without looking at
them. Players do not need to play with the Distant Suns
option in order play with The Final Frontier option, but
they may both be played together if all players agree.
12.22.1 The Space Domain Counters
Space Domain Counters reflect the unknown aspects of
deep space exploration, functioning as follows:
• An empty system’s Space Domain Counter is
revealed immediately after all moving units have
ended their movement in that system.
• When revealed, the symbol on the front of the
Space Domain Counter represents the encounter/
event of the empty system. Immediately resolve the
effects of the counter. Detailed descriptions of every
Space Domain Counter effect can be found on the
back of this rulebook.
Example: The Jol Nar player decides to move a Destroyer
and a Cruiser into an empty system containing a Space
Domain Counter. After moving both units into the system,
the Jol Nar player reveals the Space Domain Counter and
immediately resolves the effect.
12.22.2 Space Domain Counters Description
Empty Space
There is nothing of interest here. This token
has no effect.
Gravity Rift
A rift in space opens up out of nowhere! When
this counter is revealed, it stays in play. This
system is now treated as a Gravity Rift system.
Alpha/Beta Wormhole Discovery
An undocumented Wormhole found in the
most unlikely of systems. When this counter is
revealed, it stays in play. This system now has
an Alpha/Beta Wormhole.
Supernova
A star explodes right before your eyes! When
this counter is revealed, it stays in play. All
ships in this system are destroyed and this
system is now treated as a Supernova system.
Space Pirates
The player who reveals this counter must
lose all his Trade Goods or be attacked by
a Dreadnought. If the player has no Trade
Goods, he is attacked. After the battle, or if he paid the
Trade Goods, discard this counter.
Abandoned Transport
An abandoned transport ship loaded with
undelivered goods. The player who reveals
this counter receives 2 Trade Goods.
Alien Technology
An ancient alien artifact found floating in
space. The player who reveals this counter
may research any one Technology that he has
the prerequisites for at no cost.
Derelict Ship
A ship in need of repairs, left abandoned in
space. The player who reveals this counter
may gain 1 Cruiser for free in this system.
Discovery
Exploration of uncharted space is bound
to result in interesting and advantageous
discoveries. The player who reveals this
counter may draw 1 Action Card.
Precursor Space Station
A long-forgotten space station offering
strategic advantages. After this counter is
revealed, this counter stays in play. While a
player controls this system, he needs 1 less victory point
to win.
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12.23 SotT Option 5: Mechanized Units
This option provides new units that function much like Ground Forces but provide much more firepower and survivability as listed below.
The Mechanized Unit
Units Available: 4
Cost: 2
* A Mechanized Unit, when produced, is placed on the planet of the producing Space Dock. Mechanized Units are transported much like Ground Forces, taking up one capacity on the ship transporting it. A Mechanized Unit is never considered to be in “space,” as it is always either on a planet or being transported inside a ship.
* A ship with capacity may, at any point during its movement, pick up a friendly Mechanized Unit located on a planet in the same system as the moving ship.
* During the Planetary Landings step of the Activation Sequence, Mechanized Units on a ship may move directly onto any friendly, hostile, or neutral planet in the same system (following all normal rules for Planetary Landings).
* Mechanized Units count as Ground Forces in regards to controlling planets.
* Mechanized Units may not make use of Technology Cards or Action Cards that specifically refer to Ground Forces.
* Mechanized Units have the sustain damage ability. A Mechanized Unit can absorb a single hit before it is destroyed. After taking its first hit, turn the Mechanized Unit on its side to indicate that it has been damaged. If a damaged Mechanized Unit is forced to take another hit, it is destroyed. Other than being one step closer to destruction, being damaged does not affect the Mechanized Unit in any other way.
12.24 SotT Option 6: Mercenaries
This expansion includes 16 Mercenary Cards and matching tokens. Players may hire Mercenaries when executing the primary ability of the Trade III Strategy Card. To play with the Mercenaries option, simply use the new Trade III Strategy Card in place of the Trade or Trade II Strategy Cards. Mercenaries use the following rules.
12.24.1 Hiring Mercenaries
When executing the primary ability of the Trade III Strategy Card, the player may draw two Mercenary Cards from the Mercenary deck, choose one to keep, and secretly place the other on the bottom of the deck. That player then finds the corresponding token for the chosen Mercenary and places it, Ground side facing up, on any planet he controls. Before acquiring a Mercenary using the primary ability of the Trade III Strategy Card, each player who has a Mercenary must pay 1 Trade Good (to the supply) for each Mercenary he controls. If its owner does not pay the Trade Good, he discards the Mercenary Card to the bottom of the deck and places its token back in the supply.
12.24.2 Controlling Planets
Mercenaries may not claim planets nor are they considered Ground Forces. If a Mercenary is the only unit on a planet, that planet reverts to neutral.
12.24.3 Using Mercenaries in Battle
Mercenaries have their combat values, movement, and unique special abilities printed on their cards. The tokens are double sided to mark whether the Mercenary is in space or on the ground. A Mercenary may only move from ground to space during a Tactical or Transfer Action.
A Mercenary may move from space to ground during Planetary Landings. While in space, Mercenaries count towards Fleet Supply and may not be carried on other ships. Any Mercenary abilities that work during battle may only be used if the Mercenary is participating in the Space Battle or Invasion Combat. Mercenaries may not transport Leaders.
is the only unit on a planet that planet reverts to neutral 12 24 3 Using Mercenaries in Battle Mercenaries have their combat values movement and unique special abilities printed on their cards The tokens are double sided to mark whether the Mercenary is in space or on the ground A Mercenary may only move from ground to space during a Tactical or Transfer Action A Mercenary may move from space to ground during Planetary Landings While in space Mercenaries count towards Fleet Supply and may not be carried on other ships Any Mercenary abilities that work during battle may only be used if the Mercenary is participating in the Space Battle or Invasion Combat Mercenaries may not transport Leaders
12.24.4 Evasion
Mercenaries have a new ability called Evasion. The ability is followed by a number (x), known as their Evasion value. When a player assigns a hit to a Mercenary, he rolls one die. On a roll of x or higher, the Mercenary is not destroyed by the hit. If the roll is less than x, the Mercenary is destroyed. A player may only assign one hit to a Mercenary per combat round unless the player does not have any plastic units participating in the battle. All other friendly ships must be assigned a hit before the player can assign more hits to a Mercenary. In the case of a unit with sustain damage, that unit must be assigned two hits before a Mercenary can be assigned more hits. If a player has multiple Mercenaries participating in the same battle, he must evenly assign excess hits between all Mercenaries. After he has assigned hits to all other friendly ships in the battle, all remaining hits must be assigned to Mercenaries. Players may roll Evasion checks for multiple hits on Mercenaries during a battle. If a Mercenary is destroyed, that Mercenary’s token and card are removed from the game.
Example: The Barony of Letnev player is participating in a Space Battle. He has the Mercenary Nolad fighting on his side along with two Cruisers. Nolad has Evasion (7). The player’s forces suffer four hits during the battle and the player assigns one hit to Nolad. Before he can assign any more hits to the Mercenary, he must assign hits to all his other ships in the battle. The player assigns one hit to
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47
each Cruiser and then another hit to Nolad. He rolls a die
for Evasion and rolls a 9 on the first check. Since Nolad has
Evasion (7), the first hit is considered a miss. The player rolls
for the second hit and rolls a 3. Nolad fails his Evasion check
on the second roll and is destroyed.
12.25 SotT Option 7: Political Intrigue
Players who want a more robust political system may
wish to use this option. When playing with the Political
Intrigue option, use the new Political II Strategy Card
(or Assembly II if you are playing with the Variant
Strategy Cards from Shattered Empire). During setup,
each player receives his race’s three Representative
Cards, and the five Promissory Note Cards matching his
colour. Players use these cards to represent their race in
the Galactic Council and to create binding contracts. In
addition, when using the Political II Strategy Card, draw
the top two Political Cards during setup and place them
face up in the play area.
12.25.1 Council Steps
When a player executes the primary ability of the
Political II Strategy Card, he chooses one available
Political Card to resolve and all players follow the steps
below:
1. Choose Representatives – Each player decides
which Representative he wants to send to the
Galactic Council and places that Representative
Card facedown in front of him.
2. Resolve Spies – Starting with the Speaker, and
continuing clockwise, each player who chose a
Representative with the Spy trait must reveal it
(turn it face up if it is facedown) and then resolve
its special ability. This ability usually requires
the player to choose (target) another player’s
Representative. The targeted Representative is
revealed immediately and the targeting Spy’s special
ability is triggered. After all Spies are Revealed, all
unrevealed Representatives are turned face up (but
their abilities are not resolved at this time).
3. Resolve Bargaining and Promissory Notes –
During this step, players may offer Trade Goods
or Promissory Notes to convince each other to
vote in their favour. While Trade Goods and verbal
agreements are not binding, Promissory Notes are
binding (see Promissory Notes).
4. Resolve Voting and Outcome – Players now vote
upon the agenda. Voting is done the same way as
described in the “Voting in the Galactic Council”
section, with the following additions:
◦◦Players add their Representative’s bonus votes (listed
in the upper left hand corner of the card) to their total
combined influence value of all their unexhausted
planets.
◦◦Any bonus votes granted by a Representative’s
special ability are also added to this total.
◦◦If a player’s Representative was assassinated (or
killed, see below), he may not participate in the
voting. A player who did not have a Representative to
send to the Galactic Council also may not vote
5. Draw New Political Card – The player executing the
primary ability of the Political II Strategy Card draws
a new Political Card to replace the one chosen
during this Council.
When a player executes the primary ability of the
Assembly II Strategy Card, he draws 2 Political Cards
and follows the steps below:
1. Choose a player – The player executing the primary
ability of the Assembly II Strategy Card may choose
any player to resolve 1 Political Card from his hand.
The chosen player must select one of his Political
Cards to be resolved for this Council.
2. Give the Speaker Token to another player – The
player executing the primary ability of the Assembly
II Strategy Card may give the Speaker Token to any
player other than the player chosen to resolve his
Political Card.
3. Choose Representatives – See above.
4. Resolve Spies – See above.
5. Resolve Bargaining – See above.
6. Resolve Voting and Outcome – See above.
12.25.2 Using Representatives
All Representatives have a number of bonus votes they
contribute to the player (listed in the upper left hand
corner of the card). Bonus votes are added to a player’s
total votes for the current agenda. Representatives
also have one or more traits associated with them as
follows:
• Spies: Spies are revealed before other
Representatives, and resolve their abilities
during the Resolve Spies step. Spies target other
Representatives with assassinations and other
game effects.
• Bodyguards: Bodyguards cannot be assassinated
(see below) and sometimes have certain effects
when targeted by a Spy.
• Councillors: Councillors are Representatives sent to
vote in the Galactic Council. Councillors generally
have more bonus votes than Spies or Bodyguards,
but are more susceptible to certain cards and
abilities.
All Representatives have unique special abilities. Some
of these abilities can affect other Representatives. One
common ability is assassinate.
Assassinate is an ability many Spies have and that
Bodyguards are immune to. When a Representative is
assassinated, he is killed and his card is removed from
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the game. In addition to assassination, Representatives
can be killed by other game effects. If a Spy assassinates
another Representative, or if any other game effect kills
a Representative, that Representative is removed from
the game.
12.25.3 Promissory Notes
During Political Intrigue, players have a chance to offer
other players a Promissory Note. Each player may only
offer one Promissory Note per Political Card. If a player
accepts a Promissory Note, he is bound to vote as was
agreed upon with the player offering the Promissory
Note. A player does not reveal the Promissory Note
to other players (although he may talk about what he
received). Each Promissory Note has a binding favour
for the player that offered the Note to fulfil. The favour
must be fulfilled by the offering player at any time the
receiving player decides to play the Promissory Note.
Starting with the Speaker, each player follows these
steps to offer a Promissory Note:
1. The player may offer 1 Promissory Note facedown
to another player and ask him to vote a specific way
for this Political Card.
2. The receiving player looks at the Promissory Note
and either agrees to vote the specific way and keeps
the Promissory Note or refuses and returns the
Promissory Note to the offering player. Players may
also make additional agreements (including giving
Trade Goods) along with the giving of Promissory
Notes (but verbal agreements are not binding).
Example: The L1z1x Mindnet player wants the Emirates
of Hacan player to vote “For” on the current Political
Card. The L1z1x player decides to offer the Hacan player
the “Monetary Concession” Promissory Note if the Hacan
player votes “For” on the current agenda. The Hacan player
accepts the Promissory Note and votes “For.” During the
next turn, the Hacan player plays his “Monetary Concession”
Promissory Note on the L1z1x player and forces him to give
the Hacan player all of his Trade Goods.
12.26 Online Option 1: Homeworlds
As the game moves forward, and as the endgame
begins, some groups (the more aggressive groups in
particular) may want to include this variant, which
allows military intervention to stop a powerful claim for
the imperial throne.
Control of your Homesystem In order to acquire any
victory points, regardless of the source, a player must
be in control of every planet in his Home System. Thus,
even if a player would be able to gather enough victory
points to win the game, such will not be possible unless
he controls all the planets in his Home System. Such
lost points are not accumulated (or left in escrow) and
granted to the player should he reclaim control of his
Home System. Once the player regains control of his
planets, he must once more reacquire the position
(such as holding the Imperium Strategy Card) that
would give him victory points.
12.27 Online Option 2: The Star in the Crown
This option specifically relates to groups who may feel
that the Imperium Strategy Card is a little too dominant
a meta mechanic for their playgroup. This option still
drives the game forward, but changes the dynamic of
the selection process slightly. When playing this variant,
players should also play with the Age of Empire variant
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found in the TI3 rule set.
Less points for executing the ISC
When executing the primary ability of the ISC, the
active player receives 1 victory point (instead of 2).
12.28 Online Option 3: The Ancient Throne
Do not play this option with the “Star in the Crown”
variant. The Ancient Throne variant is for groups whose
style does not appreciate the instant granting of victory
points as currently provided by the ISC, and that may
wish for a more objective based approach. When
playing this variant, players should also play with the
AGE OF EMPIRE variant found in the TI3 rules set.
New ISC ability
Instead of its original text, now play the ISC as follows:
Primary Ability: Imperial Claim Choose either a) or b).
a) If you control Mecatol Rex, immediately gain 1 victory
point. Also, regardless of your control of Mecatol Rex,
during the upcoming Status Phase, you may qualify
for any number of Public Objective Cards (but must
still meet the individually stated requirements of each
card).
b) You may choose to execute the secondary ability of
the Imperial Strategy Card (at no cost). No other player
may execute this secondary ability this game round.
(Secondary Ability remains unchanged).
12.29 Online Option 4: Preset Maps
While the standard setup rules for TI3 include strategic
decision making, many players have requested maps
that can be setup ahead of time. While it is impossible
to create entirely balanced maps, here we offer setups
that put the players on fairly even footing at the start
of the game. The preset maps included here use
components included in the SE expansion.
12.29.1 Set Up the Map
Start by making 6 piles of tiles as follows:
• Select Systems: Mecatol Rex, all Wormhole systems,
Hope’s End, all Trade Stations (white title box), and
any specified systems for the setup (numbered on
the map)
• Special Systems (red bordered)
• Empty Space tiles
• Home Systems
• Single planet Systems (excluding Wormhole
systems)
• Multi planet Systems
Note: Some maps will instruct you to remove the resource
heavy, double planet systems of Abyz/Fria, Bereg/Lirta IV,
Lisis/Elnor, and New Albion/Starpoint into a separate pile.
If so, you will have 7 rather than 6 piles of tiles.
Then select one of the preset map diagrams and use the
following procedure to create the game board:
1. Place Mecatol Rex at the centre of the table. Shuffle
each pile and then place it face up on the table.
2. Starting with the hex area directly above Mecatol
Rex, draw the top system from the pile indicated
by the map diagram and place it directly above
Mecatol Rex.
3. Proceed clockwise around Mecatol Rex, placing
systems of the type indicated by the preset map
diagram. If the diagram indicates that a Home
System should be placed, leave the hex area blank
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for now. Continue this procedure until all systems
indicated by the map diagram except Home Systems
have been placed.
If a particular system (e.g., Hope’s End) is specified
by the map diagram, simply pull it out of the Select
Systems pile and place it appropriately. Many of the
preset maps require wormholes in specific systems.
If the specified wormhole tile does not exist, place a
wormhole token in the appropriate system. If you run
out of additional wormhole tokens, use face up Distant
Suns tokens as replacements.
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12.29.2 Assign Races and Starting Areas
Once all players have arrived, assign races as instructed
in step 1 of the normal game setup. Then randomly
assign each player’s starting position as follows: Place
one Control Marker from each player in a bag or
bowl. Starting with the top, rightmost Home System
area indicated by the map diagram and proceeding
clockwise, randomly draw a Control Marker and place it
in the empty area. Once all players have been assigned
a starting position, they place their Home System in
the appropriate spot and proceed with game setup
normally (obviously skipping step 9 of setup, in which
players create the game board).
12.29.3 Preset Artefacts
If you are using the Artefacts option included with the
SE expansion, you may wish the location of the artefacts
to be known at the start of the game to ensure fairly
even placement. If you decide to do this, you should
first remove the four “dummy” artefact tokens and
return them to the box. After setting the galaxy up,
place one artefact marker face up in each of the systems
specified by the diagrams. Note that artefacts are
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always placed on a planet in the specified system. If the
system contains two planets, the artefact is placed on
the planet with the fewest resources (If the resource
value is tied, place the artefact token on the planet with
the lower influence value. If this is also a tie, break the
tie randomly.) If you are not playing with the Artefacts
option included in the SE expansion, ignore the artefact
symbols.
12.30 Online Option 5: Special 5 Player Map
Due to the nature of the hexagonal board, it is difficult
to make all positions equal in a 5 player game. This map
makes use of several wormholes to give 5 players fairly
equal starting positions.
As with the 7 and 8 player maps, remove the resource
heavy, double planet systems of Abyz/Fria, Bereg/Lirta
IV, Lisis/Elnor, and New Albion/Starpoint into a separate
pile, so that you have 7 piles of tiles rather than 6 when
setting up the map.
Also, place the 6 systems listed below the map into the
“Select Systems” pile. For the impassable spaces, either
leave the spaces empty or use the back side of tiles.
The yellow arrows in the diagram indicate adjacency
by wormhole.
12.30.1 Special Rules
Use the following special rules with this setup:
• Wormholes may not be closed or made unusable.
If any card referring to wormholes is drawn, it is
immediately discarded and a new card is drawn in
its place.
• The Wormhole Nexus is not compatible with this
setup.
• For this preset map only, PDSs may fire through
wormholes.
• Any wormhole Distant Suns tokens that are not used
when setting up the galaxy should be discarded
from play and not used if playing with the Distant
Suns option.
12.31 Online Option 6: Multi Galaxy Maps
These two special preset maps can be used with the 6 or
8 player games. These maps are broken into two large,
identical galaxies, with a smaller galaxy containing
Mecatol Rex in between them. These maps may be set
up on multiple tables if so desired. For both these maps,
place Lodor, Quann, and two Asteroid Fields into the
“Select Systems” pile. The multi galaxy game functions
exactly the same as a standard 6 or 8 player game and,
although the galaxies are separate, it is played as one
large game. We recommended that players use the
Wormhole Nexus option when playing with these
maps, since it will provide an additional bridge between
galaxies.
13. Strategy Card Summary
13.1 First Strategy (Initiative / Leadership)
13.1.1 Base Game: The Initiative Strategy
The Initiative Strategy Card, unlike the other Strategy
Cards, does not give its owner the option of taking a
Strategic Action. It does, however, give its owner the
Speaker Token (which grants the first pick of Strategy
Cards during the next Strategy Phase) and allows
its owner to execute the Secondary Ability of other
Strategy Cards without spending a Command Counter.
A player may not select the Initiative Strategy Card two
rounds in a row.
13.1.2 Shattered Empire: The Leadership Strategy
The primary ability of the Leadership Strategy provides
two important strategic advantages. First, it allows
the player to go first during the round, which can be
crucial. Second, the Leadership Strategy Card provides
the active player with 3 Command Counters, which are
always vitally important. This Strategy Card also allows
the active player to use the card’s secondary ability
(which is normally prohibited). This can potentially
allow a player to receive 6 Command Counters (3 for
free and he may purchase up to 3 more).
The secondary ability of the Leadership Strategy is the
most common way for other players to accumulate
more Command Counters. It is cheaper than the
Logistics Strategy, but players are limited in how many
counters they can purchase.
Important Special Rule for Leadership Strategy: Unlike
most other Strategy Cards, players do not need to spend
a Command Counter from their Strategy Allocation pool in
order to execute this secondary Ability.
13.2 Second Strategy (Diplomacy I/II)
13.2.1 Base Game: The Diplomacy Strategy
Choosing and executing the primary ability of
the Diplomatic Strategy can provide a key respite
for a player about to be overrun by an aggressive
neighbour. A Diplomatic Strategy can also be used by an
unscrupulous player who first conquers territory from
another player, and then (as a later action) selects that
player as the target of the primary ability. By prohibiting
the activation of each other’s systems, players are
effectively barred from attacking each other for the rest
of the round. Players may, of course, seek alternative
ways to harm the other player, such as invading systems
that do not contain units, playing Action Cards, etc. The
secondary ability of the Diplomacy Strategy Card allows
players to refresh two Planet Cards already exhausted
earlier in the phase. This means that a player could
possibly use the resources or influence of a Planet Card
twice, or even use the resources of a planet just invaded
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this phase (as all Planet Cards are exhausted when first
claimed by a player).
13.2.2 Shattered Empire: The Diplomacy II Strategy
Option “a” of the primary ability allows the active
player to choose one system and place one Command
Counter from each other player’s reinforcements in
the system. This will make it impossible for players to
activate the system during their turns. If any player
does not have any Command Counters left in his
reinforcements, that player must choose a Command
Counter from any area of his race card and place it
in the system. Option “b” allows the active player to
immediately use the secondary ability without paying
any influence or Command Counters. Regardless of
which option the active player chooses, the other
players may then use the secondary ability of this
card. This ability allows players to spend a Command
Counter and 3 influence in order to claim one empty
planet (one without any Ground Forces, Leaders, PDSs,
or Space Docks on it) adjacent to a system they control,
even if another player controls the target planet. Once
a player executes this ability, he or she immediately
places a Control Marker on the planet and claims the
corresponding planet card (which the player receives in
its exhausted state).
Important: A player may not annex a planet that another
player annexed this turn, and no player may annex Mecatol
Rex.
The Xxcha and Diplomacy II
When the Xxcha player uses his special ability to
execute the primary ability of the Diplomacy II card,
he must spend a Command Counter from his Strategy
Allocation area. (If he chooses option “b” of the primary
ability, the only net benefit is that he does not need to
pay influence.)
13.3 Third Strategy (Political I/II, Assembly I/II)
13.3.1 Base Game: The Political Strategy
The primary ability of the Political Strategy Card
provides its owner with a generous allocation of Action
Cards, an additional Command Counter, and the ability
to manipulate the Political Deck by deciding which of
the top three Political Cards will be drawn by the next
player to execute the primary ability of the Political
Strategy Card. See the Political Card section for how
to resolve the Political Card drawn by the active player.
The secondary ability of the Political Strategy simply
allows players to draw an extra Action Card.
13.3.2 Shattered Empire: The Assembly Strategy
The primary ability of this card provides 1 Political
Card and 2 Action Cards. More importantly, it allows a
player to either control what agendas will be voted on
or gain the valuable Speaker token. The active player
must decide either to a) immediately become Speaker,
then choose another player to play a Political Card
from his or her hand or b) choose any player besides
himself to become Speaker and then play a Political
Card from his own hand. See the following section for
more information.
Important: When a player uses option “b,” he may
not choose himself or the current Speaker to gain the
Speaker token. Option “a” may not be chosen if the
player is already the Speaker.
The secondary ability of the Assembly Strategy Card
allows each other player to spend a Command Counter
in order to refresh any number of planet cards (even
including a Home System), so long as the combined
total of all these planets’ influence and resource
values is 6 or less.
Example: The Yssaril player is executing the Assembly
Strategy secondary ability. He decides to refresh the planet
cards for Arretze (2 resources, 0 influence), Dal Bootha (0
resources, 2 influence, and Gral (1 resource, 1 influence).
The Xxcha and the Assembly: The Xxcha player can use
his special ability (spending a Command Counter from his
Strategy Allocation area) to cancel a Political Card after it
is read aloud by the chosen player. The chosen player then
draws the top card of the Political Deck, reads it aloud, and
resolves it.
Political Cards and the Assembly Strategy Card
When using the new Assembly Strategy Card, Political
Cards function in a slightly different manner than in the
original game. Playing Political Cards Each player starts
the game with a hand of 2 Political Cards. These are
only played when the Assembly Strategy Card specifies
they be played. The Political Cards work in the following
manner.
Depending upon which option of the Assembly card is
chosen, one player will have to play the Political Card of
his choice from his hand. If the player does not have any
Political Cards in his hand, he draws the top card of the
Political Deck and plays it.
The player that has played the Political Card reads it out
loud and the agenda is resolved as normal.
13.3.3 Shards of the Throne: Political II Strategy
The Political II Strategy Card is only used when playing
with SotT Option 7: Political Intrigue. When playing
with this Strategy Card, reveal the top two Political
Cards during setup and place them face up in the play
area. These will be the Political Cards available to
players during the Council. The primary ability allows
the player to choose which Political Card to resolve.
Players follow the Council steps as per the related
section. After the Council, the player draws a new
Political Card and places it face up next to the one
that wasn’t chosen during this Council. The secondary
ability of this Strategy Card gives players a chance to
3 Shards of the Throne Political II Strategy The Political II Strategy Card is only used when playing with SotT Option 7 Political Intrigue When playing with this Strategy Card reveal the top two Political Cards during setup and place them face up in the play area These will be the Political Cards available to players during the Council The primary ability allows the player to choose which Political Card to resolve Players follow the Council steps as per the related section After the Council the player draws a new Political Card and places it face up next to the one that wasn t chosen during this Council The secondary ability of this Strategy Card gives players a chance to
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draw Action Cards. Players may spend 1 Command
Counter and 2 Influence to draw two Action Cards.
Each player’s hand of Political Cards is limited to 5. If a
player ever has more than 5 Political Cards in his hand,
he must immediately discard down to 5.
Spending Political Cards as Trade Goods
A player may, at any time, discard a Political Card from
his or her hand instead of spending a Trade Good.
13.3.4 Shards of the Throne: Assembly II Strategy
The Assembly II Strategy Card is used when playing
both SotT Option 7: Political Intrigue and using the
alternate Strategy Cards found in the Shattered Empire
expansion.
The player executing the primary ability of this Strategy
Card draws two Political Cards and chooses a player,
including himself, to resolve one Political Card from
his hand. Players then follow the Council steps found in
the related section. The Speaker Token is then given to
any player that wasn’t chosen to resolve a Political Card
from his hand. The secondary ability of this Strategy
Card allows players to spend 1 Command Counter to
draw one Action Card and refresh one planet outside
of his Home System.
13.4 Fourth Strategy (Logistic / Production)
13.4.1 Base Game: The Logistic Strategy
As Command Counters are a vital component for
a player to manage his race, the Logistics Strategy
Card is an important and integral part of the game.
Its primary ability is powerful as it allows the active
player to simply receive 4 Command Counters from his
reinforcement pile and add them to his Race Sheet. The
secondary ability of the Logistics Strategy Card is the
primary vehicle for other players to acquire additional
Command Counters. While executing the secondary
ability, a player must spend influence by exhausting his
Planet Cards. A player may take one Command Counter
for every three influence he spends.
Important Special Rule for the Logistic Strategy: unlike
most other Strategy Cards, players do not need to spend
a Command Counter from their command pool in order to
execute this Secondary Ability.
13.4.2 Shattered Empire: The Production Strategy
The primary ability of the Production Strategy Card
allows the active player to produce units at one or
more of his or her Space Docks without activating the
system. In addition, the player receives two additional
resources with which to build. The active player may
even produce units at a Space Dock in an activated
system. This is extremely useful in both offensive and
defensive situations. A player could, for example, build
ships and move with them in the same round. The
secondary ability allows the other players to build units
at one of their (activated or unactivated) Space Docks,
but with a limited production capacity of 3 units.
Important: Whether executing the primary or secondary
ability of the Production Strategy, a player may not exceed
the production capacity of the planet where he produces
units.
13.5 Fifth Strategy (Trade I/II/III)
13.5.1 Base Game: The Trade Strategy
The Trade Strategy is the main vehicle for initiating
trade agreements between players. By choosing the
“a“ option of the Primary Ability, the active player
will instantly profit by receiving three free Trade
Goods; he also receives Trade Goods for his own
trade agreements, and then allows all players (himself
included) to open new trade agreements with each
other. After two players have agreed to open a new
trade agreement, the active player must approve the
agreement, or it cannot be made. If he is so inclined,
this allows the active player to potentially collect some
handsome bribes. Note that the active player has
no power (unless executing option “b”) over already
existing trade agreements. Instead of collecting wealth
and facilitating new trade agreements, the active player
may choose option “b”. If he does so, all existing trade
agreements are immediately broken, and all Trade
Cards are returned to their owners (including trade
agreements held by the Hacan). The Secondary Ability
simply allows players to collect Trade Goods for their
active trade agreements as described in the related
section.
Note: Players cannot collect Trade Goods for a trade
agreement just formed during the same Action.
13.5.2 Shattered Empire: The Trade II Strategy
The new Trade Strategy Card differs from the original
in a number of ways. First, the active player has the
choice of either immediately gaining 3 Trade Goods or
cancelling up to two trade agreements. If he decides to
cancel trade agreements, each contract that is chosen is
returned to its owner in exchange for the other player’s
trade contract.
Note that Hacan trade agreements may not be broken by
using this ability.
Example: The active player decides to break two trade
agreements and chooses both of the L1Z1X’s trade
agreements. The L1Z1X player returns both trade
contracts he has to their original owners, and receives his
trade contracts back. If one of the L1Z1X player’s trade
agreements had been with the Hacan, it could not have
been broken.
Second, every player gains Trade Goods from his active
trade agreements, without spending a Command
Counter. However, while the active player receives all
the Trade Goods from his trade agreements, the other
players must subtract 1 from the total number of Trade
for the other player s trade contract Note that Hacan trade agreements may not be broken by using this ability Example The active player decides to break two trade agreements and chooses both of the L1Z1X s trade agreements The L1Z1X player returns both trade contracts he has to their original owners and receives his trade contracts back If one of the L1Z1X player s trade agreements had been with the Hacan it could not have been broken Second every player gains Trade Goods from his active trade agreements without spending a Command Counter However while the active player receives all the Trade Goods from his trade agreements the other players must subtract 1 from the total number of Trade
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Goods indicated on both their trade agreements.
Example: A player has trade agreements worth 3 Trade Goods and 2 Trade Goods. When using Trade II and not the active player, the player would receive only 4 Trade Goods.
Finally, new trade agreements may be opened. This functions in exactly the same fashion as the original Trade Strategy Card; the active player must approve each new trade agreement, or it cannot be made. The Trade II Strategy Card has no secondary ability.
13.5.3 Shards of the Throne: The Trade III Strategy
This Strategy Card is only used when playing with SotT Option 6: Mercenaries. The primary ability of this card allows players to open new trade negotiations and collect on all trade agreements, even if they were just formed. The player who activates the primary ability must approve all new trade agreements. After trade negotiations, any player who has a Mercenary in play must pay 1 Trade Good for that Mercenary to keep him in play. Any player who does not pay for his Mercenary must remove that Mercenary’s token from the board and place his Mercenary Card at the bottom of the Mercenary deck. Once all Mercenaries have been paid for (or returned to the deck), the player executing the primary ability of this card may draw the top two cards from the Mercenary deck. He chooses one of the Mercenaries to recruit and places the other card at the bottom of the deck. The secondary ability of this card allows players to spend 1 Command Counter to break a trade agreement between two players. If the player breaks a trade agreement, the player gains 1 Trade Good.
The Emirates of Hacan are immune to this ability.
13.6 Sixth Strategy (Warfare I / II)
13.6.1 Base Game: The Warfare Strategy
The Warfare Strategy Card’s primary ability is both extremely flexible and powerful as it gives the active player a plurality of tactical options, such as activating a system twice, or moving a fleet twice, etc. The secondary ability can be very useful under the right circumstances. It allows a player to move up to two Cruiser/Destroyer units (from the same or different systems) to adjacent empty systems (see the definition of an empty system). These units may move even if their current system is activated (which normally prohibits any movement). Although the destination systems become activated, the Command Counters used for these activations come from your reinforcements and not from your Race Sheet. The ships are allowed to move into an already activated empty system(s), in which case no Command Counter is placed in the system. Note that a player executing the Secondary Ability is allowed to move the two Destroyer/Cruiser units into two different systems, or into the same system. The ships must move into an adjacent system (and no farther) regardless of the movement rate of the units. Since movement is prohibited through a system containing one or more enemy ships (except for Fighters), a lone patrolling Destroyer or Cruiser can effectively act as barrier against a deep strike by a fast enemy fleet.
13.6.2 Shattered Empire: The Warfare II Strategy
The primary ability of the new Warfare Strategy Card allows the active player to place one of his or her systems on High Alert which is indicated with the High Alert token. All the player’s ships that are in the system on High Alert receive +1 movement and +1 to rolls during Space Combat. This bonus does not apply to pre combat abilities and does not affect Ground Forces during Invasion Combat. The active player may optionally move the High Alert token with any ships that move out of the system, or he may leave the token where it is. The token is removed at the start of the Status Phase. The Warfare II secondary ability allows the other players to move any two of their ships in unactivated systems into an adjacent system or systems that they control. This does not activate the destination system(s), meaning that as long as the destination system(s) were not already activated, the moved ships will be able to move later on that round (also, because the destination system is not activated, this movement does not trigger PDS Cannon fire).
Important: Ground Forces may only be picked up or landed during a Tactical or Transfer Action. When using the secondary ability, players may not pick up or land Ground Forces.
it is The token is removed at the start of the Status Phase The Warfare II secondary ability allows the other players to move any two of their ships in unactivated systems into an adjacent system or systems that they control This does not activate the destination system s meaning that as long as the destination system s were not already activated the moved ships will be able to move later on that round also because the destination system is not activated this movement does not trigger PDS Cannon fire Important Ground Forces may only be picked up or landed during a Tactical or Transfer Action When using the secondary ability players may not pick up or land Ground Forces
13.7 Seventh Strategy (Technology I/II)
13.7.1 Base Game: The Technology Strategy
The Technology Strategy is the primary avenue for players to gain access to the exciting and helpful Technology Cards found in each player’s Technology Deck. The primary ability of the Technology Strategy gives the active player a free technology advance of his choice. The active player simply takes a Technology Card from his Technology Deck and places the card face up in his play area. He can now enjoy the benefits of this Technology advance.
Important: a Technology Card can only be acquired if its player has already acquired its prerequisite technologies (as stated on each Technology Card).
The secondary ability allows a player to purchase a Technology advance from his Technology Deck. A player must spend 8 resources to take a Technology Card from his Technology Deck and place it face up in his play area (subject to owning the prerequisite technologies, if any).
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13.7.2 Shattered Empire: The Technology II Strategy
The Technology II Strategy allows players to receive
technology more quickly and inexpensively than the
original Technology Strategy. The primary ability not
only provides a free technology but also gives the active
player the option of purchasing a second technology at
the cost of 8 resources.
Important: Remember that a player may only acquire
a Technology Card if he has the necessary prerequisite
technologies. If a player uses the primary ability to
purchase two technologies, the first one may be used as a
prerequisite for the second one.
The secondary ability of the Technology II Strategy
allows the other players to purchase a Technology
advance at the cost of 6 resources (as opposed to the
8 resource cost of the original Technology Card).
The Jol Nar and the Technology II Strategy Card
The Jol Nar player may use his special ability when
executing the secondary Technology II ability in order
to receive one free technology. He may then purchase
a second technology at the cost of 6 resources, and a
third technology at the cost of 8 resources.
13.8 Eighth Strategy (Imperial I/II, Bureaucracy)
13.8.1 Base Game: The Imperial Strategy
The primary ability of the Imperial Strategy Card
reveals a Public Objective Card to the common play
area, and then provides 2 victory points for the active
player. Should the active player draw the Game Over
Public Objective Card, the game ends immediately
even before the active player receives his two victory
points. The secondary ability allows a player to produce
units in a system he has already activated or build units
in an unactivated system without activating it. This is
a powerful ability, as a player could potentially build
units in a system twice, or build units in an unactivated
system, allowing those new units to move during a later
Tactical/Transfer Action of the same game round.
13.8.2 Base Game replacement: The Imperial II
Strategy
Note: to play with the Imperial II Strategy Card you must
also use the “Age of Empire” variant.
This card is an optional replacement for the original
Imperial Strategy card, and cannot be swapped out with
the Bureaucracy Strategy Card. The primary ability of
the Imperial II Strategy Card offers the active player a
choice. Option “a” gives the active player the ability to
fulfill multiple objectives during the next Status Phase
and provides 1 Victory Point if the active player controls
Mecatol Rex. Both of these abilities allow a skilled
player to gain crucial extra points. The primary ability’s
option “b” allows the active player to immediately
execute the secondary ability without having to pay
any Command Counters. If this option is chosen, no
other players may execute the secondary ability this
round. The secondary ability of the Imperial II Strategy
Card is the same as the original Imperial Strategy card’s
secondary ability: Each player may spend 1 Command
Counter to produce units in a system he has already
activated, or produce units in an unactivated system
without activating it.
13.8.3 Shattered Empire: The Bureaucracy Strategy
Important: If the Bureaucracy Strategy has any Bonus
Counters on it when it is chosen, a number of Objective
Cards are immediately revealed equal to the number of
counters on the Bureaucracy Strategy Card.
The primary ability of the Bureaucracy Strategy gives
the active player a Command Counter, some control
over which Objective will be revealed, and then the
ability to fulfill one Public Objective outside of the
Status Phase. In order to fulfill an Objective, the active
player must meet the Objective’s requirements. He
then places his Control Marker on the Objective and
gains the Victory Point. If this gives the active player
enough Victory Points to win the game, the game ends
immediately. (He may fulfill any face up objective and is
not restricted to the newly revealed objective.) A player
who uses the Bureaucracy Strategy to fulfill a Public
Objective may still fulfill another Public Objective in the
Status Phase. A player may not use the Bureaucracy
Strategy to fulfill a Secret Objective. While this Strategy
Card does not provide “free” Victory Points, it does
give the active player a chance at qualifying for an
extra Objective. Because the additional VPs from the
Imperial Strategy Card are not being awarded, it is
recommended that players play to 1 fewer Victory Point
when using the Bureaucracy Strategy Card.
Note: If the “Imperium Rex” Public Objective card is
revealed, the game ends immediately after the Imperium
Rex card is drawn, before the active player fulfills an
Objective.
The secondary ability allows other players to spend
a Command Counter to draw 1 Action card and 1
Political Card.
14. Errata and Clarifications
14.1 Cards
14.1.1 Action Card: “A Beacon of Hope”
This card should read: “Play: Immediately before any
Space Battle involving your Flagship begins.”
14.1.2 Action Card: “Direct Hit”
The card should have the following text added: “Play:
Immediately after the ship has been damaged in a
Space Battle in which you participate.”
to 1 fewer Victory Point when using the Bureaucracy Strategy Card Note If the Imperium Rex Public Objective card is revealed the game ends immediately after the Imperium Rex card is drawn before the active player fulfills an Objective The secondary ability allows other players to spend a Command Counter to draw 1 Action card and 1 Political Card 14 Errata and Clarifications 14 1 Cards 14 1 1 Action Card A Beacon of Hope This card should read Play Immediately before any Space Battle involving your Flagship begins 14 1 2 Action Card Direct Hit The card should have the following text added Play Immediately after the ship has been damaged in a Space Battle in which you participate
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14.1.3 Political Card: “Ancient Artefact”
The use of planetary unit should be replaced with the
words planetary force. A planetary force is defined as
the combined number of Ground Force units on the
planet in question. In this way, the Ground Forces on
an affected planet receive a combined roll of three dice,
whereas the old wording would indicate that every
Ground Force unit would receive three rolls against it.
PDS and Space Docks are not affected by these rolls.
Also, on this card, when players roll a result of 6 -10,
the two Tech cards that are awarded to each player
are taken one after the other, so that the first tech may
be a prerequisite for the second. If playing with the
“Leaders” option, Leaders are destroyed on a result of
1 -5 and are included in the definition of planetary force.
14.1.4 Political Card: “Open the Trade Routes”
The “against” outcome should read: “This round, each
player must give all of the Trade Goods he receives to
the player on his left.”
14.1.5 Political Card: “Sharing of Technology”
The “Sharing of Technology” Political Agenda should not
have the keyword “Law” on it. It is therefore discarded
after it is resolved.
14.1.6 Technology Card: “Advanced Fighters”
The following text should be added to this card: “Any
fighters in excess of a system’s fighter capacity will
count towards your Fleet Supply limit.”
Example 1: If you have the Advanced Fighter technology,
and you have a system with a single Carrier and seven
Fighters, that System requires a Fleet supply of 2 or higher
(the Carrier supports the normal 6 Fighters, but the extra
Fighter counts towards the Supply Limit).
Example 2: If you have the Advanced Fighter technology,
and you have a lone system with 4 Fighter units (i.e., a
system with no Fighter capacity) that system requires a
Fleet Supply of 4 or higher (since every Fighter now counts
as one ship).
14.1.7 Technology Card: “Microtechnology”
This card should read “When you receive Trade Goods
from your trade agreements, you now receive one
additional Trade Good for each of your active trade
agreements.”
14.1.8 Technology Card: “Transfabrication”
The use of Build Units should be replaced with the
words Produce Units. Units scuttled by Transfabrication
may not be reproduced during the same game turn.
Race Specific Technology Card: Bioptic Recyclers
The ability on this card may only be used once per game
round.
14.1.9 Race-Specific Technology Card: Quantum
Datahub Node
The use of Status Phase should be replaced with the
words Strategy Phase.
14.1.10 Race Specific Technology Card: Inheritance
Systems
The use of Trade Strategy Card should be replaced with
the words Technology Strategy Card.
14.1.11 Race Specific Technology Card: Instinct Training
The use of game turn should be replaced with the
words game round.
14.2 Race Sheets
14.2.1 PDS Cost
The accurate cost of acquiring a PDS unit is 2 (as written
in the rules, but incorrectly stated on the player sheets).
14.2.2 The Xxcha Ability
The correct wording of the first Xxcha Kingdom special
ability is: “When executing the Secondary Ability of
the Diplomacy Strategy, you may execute the Primary
Ability instead.”
14.2.3 Arborec Race Sheet
The special ability should read: “Your Ground Forces
have a production capacity of 1. You may not produce
units with Ground Forces that have moved during the
same activation.”
14.3 Rulebook
14.3.1 Combat Rolls
The term “combat roll” is inclusive. It covers any
instance in which you roll a die and compare the result
to a unit’s combat value to determine whether or not
an enemy casualty has been inflicted. This includes PDS
fire and all pre combat abilities that are compared to a
unit’s combat value.
• The Sardakk N’Orr special ability text should read:
“You receive +1 on your combat rolls.”
• The Jol Nar special ability text should read: “You
receive -1 on your combat rolls.…” Effects that add
to or modify results during “Space Combat” should
be interpreted as during “Space Battles.” Effects
that take place during “Space Battles” or “Invasion
Combat” specifically make reference only to
variables within the Space Battle Sequence and the
Invasion Combat Sequence. Thus, if an ability grants
you +1 to your dice during Space battles, this bonus
is only applied during step 2 of the Space Battles
Sequence (“roll combat dice”), and does not affect
any other rolls, including pre combat effects, PDS,
bombardment, etc.
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14.3.2 Elimination
A player who controls no planets and has no units on
the board is eliminated from the game. He cannot play
Action Cards or choose Strategy Cards. After a player
has been eliminated, the other players continue the
game normally, with no changes to the number of
Strategy Cards taken, etc. When a player is eliminated,
all his Action Cards are discarded and all of his race’s
Trade Agreements are removed from the game.
14.3.3 Controlling a System
A player controls a system if he controls every planet
in the system and has at least one (non Fighter) ship in
the system.
14.3.4 Turn vs. Game Round
The race specific technologies “Production Centres,”
“Diplomats,” and “Spatial Conduit Network,” as well as
the Yin Brotherhood’s “reversal” special ability, state
that they may be used once per turn. This should be
once per game round. Objective cards that refer to
criteria that must have been fulfilled “this turn” should
be read as “this game round.”
15. FAQ
15.1 Action Cards
Q: If the deck of Action Cards runs out, do you reshuffle
the discarded Action Cards into a new deck?
A: Yes.
Q: Is an Action Card that has been sabotaged considered
played?
A: No. For example, a “play as an action” Action Card
that is sabotaged does not use up its owner’s action.
Q: When you play an Action Card that instructs you to
make a choice, should opponents play Sabotage cards
before or after you declare your choice?
A: “Sabotage” cards should be played after you reveal
the card you wish to resolve, and any choices on the
card are declared.
Q: Can an Action Card be played between taking two
hits to your fleet or Ground Forces?
A: Yes.
Q: Is landing on a neutral planet considered an invasion
for the purposes of the Rare Mineral Action Card?
A: Yes. Planetary landings on neutral planets are
considered invasions for the purposes of Action and
Political Cards.
Q: Does Focused Research allow you to ignore one
tech prerequisite on the card or on the tech tree? For
example, can you use it to purchase Advanced Fighters
as your very first technology?
A: Focused Research allows you to ignore one
prerequisite on the tech tree. Thus, you could not use
this card to purchase Advanced Fighters as your first
technology.
Q: After using Focused Research to skip a technology,
am I required to go back and attain the technology
skipped before progressing down the tech tree?
A: The only prerequisites for a technology are the
ones written on its Tech card. For instance, if you had
Enviro Compensator and skipped Sarween Tools to get
Microtechnology, you would only be required to get
Sarween Tools if you wanted the War Sun tech (a tech
that specifically requires Sarween Tools).
Q: When playing Experimental Battlestation, does my
Space Dock gain all the appropriate tech upgrades and
other modifiers just like a normal PDS?
A: Yes. The Space Dock is treated in all relevant respects
as if it were one of your PDS units.
Q: If I lose all my Ground Forces in an Invasion Combat,
is it still considered “successful” for the purposes of the
Rare Mineral card?
A: No. As noted in the rules, at least one attacking
Ground Force must survive for an invasion to be
successful.
Q: Can I play Rally of the People if my enemy has
ships in my home system but I still hold one or more of
the planets therein? If I do, do we immediately begin
combat?
A: You cannot play Rally of the People if your Home
System is blockaded.
Q: If I play Thugs on a player who has used the Council
Elder political card, what happens?
A: No votes are cast, and therefore the Speaker decides
the outcome of the agenda.
Q: When playing Corporate Sponsorship, the words
“before purchasing a new technology” seem to imply
that I can use this card to buy a green Technology for
4 fewer resources, and then go ahead with the normal
action and buy/receive a second technology. Can I do
this?
A: No. Corporate Sponsorship grants a discount on a
green technology that you purchase normally after
playing the card. It does not also allow you to purchase
an additional technology.
Q: When playing Minelayers when exactly are the
hits taken (in relation to other pre combat abilities and
cards), and are the hits taken as casualties immediately?
A: The hits are accumulated as soon as the Action Card
is played, i.e., immediately after the movement of the
enemy fleet. The hits are taken as casualties during the
first “remove casualties” step of the following Space
Battle. These hits are not incurred by the moving fleet
if, for some reason, no Space Battle takes place after the
movement (due to the playing of Action Cards, or other
circumstances).
Q: When playing Political Stability in a 3 or 4 player
game, can a player that has either the Imperial or
Initiative Strategy as one of his two Strategy Cards use
taken in relation to other pre combat abilities and cards and are the hits taken as casualties immediately A The hits are accumulated as soon as the Action Card is played i e immediately after the movement of the enemy fleet The hits are taken as casualties during the first remove casualties step of the following Space Battle These hits are not incurred by the moving fleet if for some reason no Space Battle takes place after the movement due to the playing of Action Cards or other circumstances Q When playing Political Stability in a 3 or 4 player game can a player that has either the Imperial or Initiative Strategy as one of his two Strategy Cards use
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this Action Card?
A: Yes, but it may only be used to keep the Strategy Card
held by that player that neither the Imperial nor the
Initiative Strategy. If a player holds both the Imperial
and the Initiative Strategy, then he may not use Political
Stability.
Q: Do “play as an action” cards replace my action for
that turn?
A: Yes, you receive one action per turn, always. Thus
playing such a card counts as your action for that turn.
Q: If a player holding the Technology Strategy has been
the target of Scientist Assassination, must that player
still take a Strategic Action this round?
A: Yes.
Q: When using the Tech Bubble Action Card in a 3 or
4 player game, if I have both the Initiative Strategy Card
and the Technology Strategy Card, do I have to pay a
Command Counter to execute the secondary ability of
the Technology Strategy?
A: Yes. The cost comes from playing the card, not from
normal use of the secondary ability.
Q: Can a player use an Action Card that states “use as
an action” to simply skip an action without resolving
the effects of the Action Card?
A: No. When played, the text effects of an Action Card
must always be resolved.
Q: Is the Skilled Retreat card considered a retreat as
per the normal retreat rules, and do restrictions on
retreating (such as the Admiral leader’s ability) apply to
the effects of this card?
A: No.
Q: When playing the card Lucky Shot, does the player
of the card decide which exact ship is being destroyed?
A: Yes.
Q: When playing Voluntary Annexation, does the
planet come to its new owner exhausted?
A: Yes.
Q: When playing Strategic Flexibility, do I keep any
bonus tokens from the first Strategy Card I chose?
A: No. Any bonus tokens remain with that Strategy Card
for a future player to harvest.
Q: If a player has Type IV Drive (or plays Flank Speed),
which thereby allows them to move 3 systems, may that
fleet pass through 2 occupied systems in 1 turn using In
the Silence of Space?
A: No. In the Silence of Space only allows a player to
move through a single system containing enemy ships.
Q: Are Fighters considered ships for the purposes of
determining legal destination systems for In the Silence
of Space?
A: Yes. A fleet using In the Silence of Space may not end
its movement in a system containing any enemy ships
(including Fighters).
Q: Can Shields Holding be played as a pre combat
effect?
A: No. Shields Holding specifically says “during one
round of a Space Battle”.
Q: If a planet contains one Ground Force, one Space
Dock, and one PDS, and Local Unrest is played on that
planet, are the Space Dock and PDS destroyed?
A: Yes. The Space Dock and PDS would be destroyed due
to the planet changing ownership (becoming neutral).
Q: Does the Target Their Capital Ship mean that a War
Sun can’t fire, even if it isn’t destroyed?
A: No. Cards that specify that the ship does not return
fire do not prevent ships from attacking normally during
the battle sequence.
Q: Can you use the Multiculturalism Action card on a
player that has previously been targeted by the Cultural
Crisis Action card?
A: No.
Q: Can a player use Moment of Triumph at the end of
the game because he destroyed an enemy’s Flagship or
War Sun in an earlier round?
A: No. This card must be played immediately after
destroying a Flagship or War Sun.
Q: If a player reveals a Spy that assassinates another
Representative and then plays Paralyzing Serum, does
this allow that Spy to assassinate 2 Representatives?
A: Yes.
15.2 Combat
Q: What is the precise order of pre combat activities?
A: The following is a list of possible pre combat effects:
Action Cards that state “Immediately before a space
battle”
1) Anti Fighter Barrage
2) Assault Cannons
3) Mentak ability
4) Minister of War
5) Sabotage Run
When a combat begins, first determine which (if any)
of these pre combat effects and abilities may apply.
Then, the defender chooses the order in which they
are resolved. However, the defender should remember
that, as stated in the rules, Anti Fighter Barrages must
be resolved before Sabotage Runs.
Q: If a Dreadnought is damaged by a pre combat ability,
can it be destroyed by a Direct Hit card?
A: Yes, because pre combat abilities happen during
the Space Battle step of an activation. Ships that are
damaged by PDS fire (or by space mines in Shattered
Empire) may not be targeted by “Direct Hit,” since PDS
fire does not occur in the Space Battle step.
Q: If both attackers and defenders are destroyed
during the same round of Invasion Combat and the
control marker does not change, what happens to Space
Docks and PDS units on the planet?
A: Since control of the planet did not change, Space
Docks and PDS units are unaffected.
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Q: Can I declare a retreat or withdrawal and then change my mind later?
A: No. If you announce a retreat or withdrawal, that retreat or withdrawal must be executed during the final step of the Space Battle sequence.
Q: If a planet loses its last remaining Ground Force unit due to enemy bombardment, does the planet revert to Neutral Status?
A: No.
Q: Can I choose to bombard one of my own planets?
A: No.
Q: If the last Ground Force unit is destroyed by bombardment, are all PDS destroyed as well?
A: No. PDSs may exist on a friendly planet without Ground Forces.
Q: Can you voluntarily reduce number of rolled dice in space battle, invasion combat, bombardment, or PDS fire?
A: No. You must roll all of the dice. Keep in mind that PDS fire is optional.
15.3 Distant Suns Option
Q: What happens if I use the Voluntary Annexation Action Card on a planet with a Distant Suns token on it?
A: The token is immediately removed, without taking effect.
Q: If I land units on a planet with a Radiation marker, do I gain control of the planet?
A: No.
Q: Can I choose to leave the Biohazard counter on my planet to dissuade enemy invaders?
A: No.
Q: Are the additional Distant Suns wormholes part of the objective condition required to resolve the Master of Gates Secret objective card?
A: No. To complete the “Master of Gates” secret objective, a player has only to control the systems with the original 4 wormholes not any that are added via Distant Suns tokens.
15.4 Fleet Supply
Q: Can you violate your supply limits at the start of combat, knowing that you will lose units and probably wind up under your supply limit by the end of the fight?
A: No. If a fleet ever exceeds its supply limit, the player must immediately remove ships from the fleet until the supply limit is met.
Q: Can you move ships through a hex if doing so would (briefly) violate your supply limits? For example, if I have a supply limit of four, can I not move ships through a hex with four ships already in it?
A: Yes. Moving through a system with other units does not count violate your supply limit.
15.5 Leaders
Q: When using an Admiral, does his ability apply to the Mentak pre combat Cruiser and Destroyer strikes?
A: No. The Admiral’s ability only applies to the normal Space Battle rolls (step 2 of the Space Battle Sequence), not any precombat rolls.
Q: Does the Admiral ability also applies to the Naalu retreat race ability?
A: No. The Naalu retreat ability is special and is not prevented by an Admiral.
Q: If an attacker has built all of his PDSs or Space Docks, and then wins an Invasion Combat, may he use the Agent’s ability to replace an enemy PDS/Space Dock with one of his own?
A: No. The units are destroyed, but not replaced.
Q: If I receive a Space Dock from the Industrial Society domain token or with an Agent, can I build at the Space Dock this round?
A: No. Whenever you place a new Space Dock on the board, it is treated as if it were built this game round.
Q: If a Diplomat cancels the attack of enemy Ground Forces on one planet in a system, can those forces attack the other planet instead?
A: No. The Ground Forces return to their Carrier.
Q: If a Diplomat stops an invasion, can the planet be invaded later on the same turn?
A: The Diplomat’s ability only cancels a single invasion. Another player can still invade the planet during the same round. The same player could even attempt another invasion if he somehow removes his activation counter from the system.
Q: If two Generals participate in an Invasion Combat, can they reroll four dice, or only two dice? Can they reroll the same die more than once?
A: The player may reroll two dice for each General he has present. However, he may not reroll the same die more than once.
Q: When using a General during invasion combat, can you reroll an opponent’s die?
A: No. You may only reroll your own dice using a General.
Q: Can the Scientist’s ability stop a Dreadnought’s bombardment with the Graviton Negator technology?
A: Yes. The ability provided by Graviton Negator should be treated the same as the War Sun’s bombardment ability.
Q: If a Diplomat is used to stop an invasion, can a War Sun still bombard the planet?
A: Yes. This is due to the fact that War Suns may bombard a planet even if no friendly ground forces have landed on it.
Q: Do leader abilities stack (for example do two Admirals provide +2 movement)?
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A: No. For example, if two Admirals are on a ship, it
does not gain +2 movement. The only ability that does
stack is the General’s ability (see question above).
Q: If a Scientist is on a planet that has two technology
specialties, how much of a discount does the Scientist
provide?
A: The Scientist provides 1 additional discount on top of
the 2 already provided by the planet.
15.6 Mercenaries
Q: If a Mercenary is part of a defending force on a
planet and the Ground Forces belonging to units on
both sides are destroyed, leaving only the Mercenary,
does that player’s planet now revert to neutral?
A: Yes. Anytime a mercenary is alone on a planet
without another unit, that planet reverts to neutral.
Q: Are Mercenaries considered units?
A: Yes.
Q: Are Mercenaries affected by the Domain Counters
Biohazard and Radiation?
A: No.
Q: How does a Mercenary’s Evasion ability work
outside of normal Space Battle combat rounds, such as
the PDS fire step, pre combat activities like Mentak’s, or
Bombardment?
A: Any time a Mercenary is assigned a hit, that
Mercenary may roll for Evasion.
Q: May a Mercenary participate in a Space Battle and
an Invasion Combat in the same Tactical Action?
A: Yes.
Q: If you use the Mercenary Daffren’s ability to trade
him for a Strategy Card belonging to another player,
does the player with whom you are trading need to
agree to this exchange?
A: No.
Q: Is the Mercenary Rhelat treated as a PDS while on a
planet in addition to a Ground Force? When using him
as a PDS, does he gain the benefits of technologies, and
can he be targeted by the Equipment Sabotage Action
card?
A: This ability is in addition to being used as a Ground
Force. Rhelat is not affected by Equipment Sabotage.
However, Rhelat does benefit from PDS technologies
and may be used as a PDS even if there are already 2
PDS on the planet.
Q: Are Mercenaries affected by the X 89 Bacterial
Weapon Technology?
A: No.
Q: Do Mercenaries benefit from the abilities provided
by Generals, i.e. do they receive +1 when defending,
and may their combat dice be re rolled?
A: No.
Q: Do Mercenaries receive the combat bonus and
penalty (respectively) of N’orr and Jol Nar?
A: Yes, these abilities affect all of the player’s combat
rolls.
Q: Can the Mercenary 52N6 use his ability to prevent a
player from using a Race Specific Technologies or Stasis
Capsules?
A: No.
Q: When is the Mercenary 52N6’s ability used?
A: This is used during the same pre combat step as
Action cards.
Q: Are Mercenaries in space considered ships for the
purposes of Action Cards such as Flank Speed and for
use with the High Alert Token provided by the Warfare
II Strategy Card?
A: Yes.
Q: If a Mercenary is moving into another system, does
it make a difference if he is in space or on the planet?
A: No.
15.7 Movement
Q: When I activate a system (with a Tactical Action),
can I move units out of that system and then back in,
assuming they have enough movement? For example,
can I move a carrier out one hex, pick up some Ground
Forces, and move back into the system I’ve just
activated?
A: Yes. The rules state that a ship may move out of a
system as long as it does not contain a friendly Command
Counter placed prior to the current activation.
Q: Does a ship have to take the most direct route
possible to its destination system, or can it take a longer
route in order to pick up Fighters/Ground Forces on the
way?
A: As long as a ship has sufficient movement to reach
the activated system, it may take any legal route during
its movement.
Q: Do enemy Space Docks or Ground Forces block
movement like enemy ships do?
A: No. Only spaceships (i.e., non Fighter ships) block
enemy ship movement.
Q: Can a Carrier pick up units from another Carrier
when moving?
A: A Carrier that is transporting Ground Forces or PDSs
must be active in order to unload them (TI rules), so
one Carrier cannot pick them up from another Carrier.
However, a moving Carrier may pick up Fighters from
another Carrier.
Q: While moving Carriers between the two systems with
a Transfer Action, can Fighters be temporarily without
support?
A: All Fighters and Ground Forces must always be
supported during a Transfer Action. This also means
that you may not move Fighters or Ground Forces
during a Transfer Action unless a unit with sufficient
capacity is also moving with them.
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Q: During a Transfer Action, do I still need to heed the
movement allowance of my ships?
A: Yes. You may not move back and forth between the
two systems in a way that would cause any of your ships
to exceed their movement allowance.
Q: If two or more of my Cruisers in a fleet are
transporting Ground Forces, must there be at least
one plastic Ground Force with each Cruiser, or can
I use one plastic Ground Force and have the rest be
supplemental counters?
A: There must be at least one plastic Ground Force
figure present at all times for each fleet that is
transporting Ground Forces (and/or Shock Troops in
Shattered Empire).
15.8 Objectives
Q: If the Ghosts of Creuss is in the game and another
player has Keeper of Gates Secret Objective, does
he need to occupy both portions of the Creuss Home
System in order to claim it?
A: No. The “D” Wormholes need not be controlled to
fulfil the “Keeper of Gates” Secret Objective.
Q: If you have 2 Secret Objective Cards, can you claim
both in the same Status Phase?
A: No. You may only claim 1.
Q: If an Ability affects one of a player’s Secret Objective
Cards, does this ability target cards that have already
been fulfilled and scored, causing the player to lose
those points?
A: No.
Q: May a player upon completing his Preliminary
Objective and drawing a Secret Objective immediately
claim that Secret Objective in the same Status Phase?
A: No.
Q: Can you acquire the objective: “I destroyed x ships
in a Space Battle” by shooting them with a PDS? What
about precombat abilities?
A: No, PDS fire happens before the Combat step. All
precombat abilities happen during the Space Battle
step, and therefore count toward the objective.
Q: Can you acquire the Objective: “I destroyed X
Ground Forces” by bombarding them or using an
Action card such as “Chemical Warfare”?
A: Yes.
15.9 Political Cards
Q: Does the Code of Honour political card prevent the
Naalu from retreating from battle?
A: No. The Naalu retreat ability is special and is not
prevented by Code of Honour.
Q: When Free Trade is active and I am about to collect
trade income, do I receive one additional trade income
per trade agreement, or just one extra Trade Good in
total?
A: You only receive one extra Trade Good in total. If
you don’t receive any trade income, then you receive
nothing from this law.
Q: After the Fleet Regulations law has been passed,
what happens to any Command Counters that players
currently have on their Fleet Supply in excess of the new
limit of 5?
A: They are immediately removed and placed with the
player’s reinforcements.
Q: If the Checks and Balances law is voted against,
do inactive (already resolved) Strategy Cards remain
inactive with their new owner, allowing this owner to
possibly pass without taking a strategic action that
Action Phase? Also, in a 3-4 player game, are both
Strategy Cards passed to the left in this case?
A: Yes to all the above. Note that the order of play will
now shift, but that the Speaker token remains with the
player who received it at the beginning of the phase.
Q: Is landing on a neutral planet considered an
invasion for the purposes of Imperial Peace?
A: Yes. Planetary landings on neutral planets are
considered invasions for the purposes of Action and
Political Cards.
Q: For “elect two planets” cards, does each player elect
two planets, or does each player vote for one planet and
the planets with the highest and second highest number
of votes are chosen?
A: Each player gets one vote for a group of two planets.
The group of two planets that gets the most votes wins.
Q: Corrupt Empire states that a player gains a Victory
Point when he “attacks the elected player.” What
constitutes an attack? Is PDS fire considered an attack?
A: By initiating a Space Battle or Invasion Combat.
Q: What happens when the Necessary Bureaucracy
card is voted “for”?
A: Players immediately draw the top card of the Political
deck and then vote on that card.
Q: Does the Sanctuary Shield allow players to move
through enemy ships in a special system?
A: No.
15.10 Production
Q: For production limits, do two Fighters count as one
unit, since I buy them in twos?
A: No, each Fighter and Ground Force counts as one
unit for the purposes of production limits.
Q: When taking a Transfer Action, can I build a new
Space Dock in one or both of the activated systems,
and if so, may I also still build units with pre-existing
Space Docks in those systems?
A: During a Transfer Action you may produce in only one
of the two activated systems. All production must be
in the same system and you may never produce units
in one system and a Space Dock (or space mines in
Shattered Empires) in the other.
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15.11 Promissory Note Cards
Q: Can one player benefit from multiple Support of the Throne cards, from different players?
A: Yes.
Q: How are retreats from Territorial Concession performed?
A: The retreating player chooses an adjacent friendly or empty system to retreat to. If the system is not activated, he activates the system. If retreat is not possible, Territorial Concession may not be played at that time.
Q: May Territorial Concession be played when attacking the player’s Home System?
A: Yes.
Q: When a player plays a Promissory Note Card (that was received from another player), what happens to the card?
A: The Promissory Note Card is returned to the original player and may be offered again later in the game.
Q: How does the Voting Concession Promissory Note Card interact with other Promissory Note Cards? What happens if two effects both require a player to vote different ways?
A: The first player to lock another player into a vote takes precedence over any other cards or abilities. If multiple players wish to use such an ability at the same time, ties are broken in initiative order.
Q: If a player does not have a Representative (and therefore may not vote) may that player still offer another player a Promissory Note?
A: Yes.
15.12 Representatives
Q: Is there a difference between “assassinate” and “kill”?
A: Yes. Bodyguards are only immune to the assassinate ability; they can still be killed in other ways.
Q: Arborec’s Dirzuga Mantasa’s ability is, “Other Councillors do not receive bonus votes during this voting.” Does this apply only to the number in the upper left hand corner?
A: It applies to the number in the upper left hand corner as well as all votes gained from Representative abilities.
Q: How does the Letnev’s Captain Lassir’s ability work?
A: After using this ability, you may not choose Representatives for the remainder of the game.
Q: Where does the Command Counter come from when using the N’orr An’grag’s ability?
A: This token comes from the player’s reinforcements.
Q: Are the Jol Nar player’s starting technologies counted for the purposes of Ta Zern?
A: No. Only Technology Cards he has acquired during the course of the game may be counted.
15.13 Space Domain Counters
Q: As with Domain Counters for the Distant Suns game option, are the Space Domain Counters for use with The Final Frontier game option also exempted from the Keeper of Gates Secret Objective?
A: Yes.
15.14 Space Mines
Q: Are space mines considered units (for example, for purposes of the Diplomacy II Strategy or for Tactical Retreats)?
A: No. Space mines are not considered units.
Q: During the Production step, can you build a Cruiser and then immediately use that Cruiser to deploy a space mine in that system?
A: No. When producing units and mines during the Production step, all of a player’s units and mines are produced simultaneously. You determine what you wish to produce, pay the resources, and build them all at once. You therefore cannot build a Cruiser and then deploy a space mine with that Cruiser during the same Production step.
Q: Can Space Mines be scuttled?
A: No. Space mines are not units, and cannot be scuttled.
15.15 Special Abilities
15.15.1 General
Q: How many dice may be re rolled with the Jol Nar special ability? Just one per Command Counter, or one entire throw of the dice? Can I use this ability repeatedly on a single roll?
A: The Jol Nar player may re roll one die per Command Counter spent.
Q: When the Jol Nar player activates both the primary and secondary abilities of the Technology Strategy, may he use one of the technologies he receives as a prerequisite for the other, or does he receive both technologies simultaneously?
A: One of the technologies he receives may be a prerequisite for the other.
Q: When the Mentak player uses his ability to allow two Cruisers or Destroyers to fire before combat, do those Cruisers or Destroyers also fire during regular combat?
A: Yes.
Q: What is the distinction between using the Yssaril Tribes ability to skip an Action Phase and passing your turn?
A: When a player uses the Yssaril ability, he may still take actions later in the Action Phase, after the turn he has skipped. When a player passes, he can take no other actions in the phase (remember, though, that such a player may still execute the secondary ability of other players’ Strategy Cards).
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Q: Are the Yssaril immune to effects that would cause them to discard cards?
A: No. They are only immune to effects that would limit their hand size.
Q: How long does the bonus the Letnev receive from spending trade goods before combat last? Also, can they spend more to get a larger bonus (4 for +2, etc.)?
A: The bonus lasts for one combat round. The Letnev player cannot spend additional Trade Goods to increase this bonus. However, the player may spend Trade Goods to receive the bonus at the beginning of each combat round.
Q: When collecting trade income, do the Hacan draw an extra Trade Good for each trade agreement, or just one?
A: The Hacan player collects an extra Trade Good for each of his trade agreements.
Q: The Hacan special ability states that no player may break a trade agreement with the Hacan. Does this include the playing of relevant Action Cards and option “b” of the Trade Strategy as well?
A: The Hacan’s special ability refers only to the point during the Status Phase where a trading partner is normally allowed to break a trade agreement for any reason with another player. Trade agreements with the Hacan cannot be broken in this fashion, but can be broken by any other means, such as the playing of certain Action Cards, Political Cards, option “b” of the Trade Strategy, etc.
Q: Could you explain how the Jol Nar and the Xxcha abilities work as they relate to the primary and secondary abilities of the Strategy Card?
A: When the Jol Nar player resolves the secondary ability of the Technology Card, he may also (in addition) execute the primary ability. This allows the Jol Nar to both receive a free Tech. (for the primary ability), as well as purchase a Tech. if desired (for the secondary ability). The Jol Nar player may choose to receive only the free tech for the primary ability, and choose not to pay 8 resources for a second Tech. (but the Jol Nar must still pay a Command Counter to resolve the secondary ability, unless they chose the Initiative Strategy). All other players simply resolve the secondary ability as usual. The Jol Nar ability does not trigger a second “round” of secondary ability resolution. When the Xxcha player executes the secondary ability of the Diplomacy card, he may choose to execute the primary ability instead (but the Xxcha must still pay a Command Counter to do this). All other players simply resolve the secondary ability as normal. The Xxcha ability does not trigger a second “round” of secondary ability resolution.
Q: If someone copies the Special Ability of the Naalu relating to initiative “0”, who goes first in the order of play?
A: In the case of a tied initiative, the Speaker determines the order of play between the tying parties at the first point the tie occurs.
Q: While trading Action Cards, can the Hacan player temporarily have more than 7 Action Cards in his hand?
A: No. With the exception of the Yssaril special ability, a player may never have more than 7 action cards in his hand.
15.15.2 Saar Space Dock
Q: Are Saar Space Docks considered ships?
A: Saar Space Docks are not ships. Card text and abilities referring to ships do not apply to Saar Space Docks. Saar Space Docks are immune to space mines, and Saar Space Docks may not retreat or be placed on high alert. Saar Docks may move into the Nebula, and they may use wormholes (since wormholes have the effect of making two systems adjacent for all movement purposes, not just the movement of ships).
Q: Is it possible to fulfil the Merciless Secret Objective (which requires you take over a planet containing the last of a player’s Space Docks) against the Clan of Saar?
A: No, because Clan of Saar Space Docks are never placed on planets.
Q: What happens if Cultural Crisis or Multiculturalism is played on the Clan of Saar?
A: The Saar’s Space Dock abilities are immune to these two cards.
Q: The Political Card Subsidized Industry states that the elected player may place a free Space Dock on any planet he controls. What if the elected player is the Saar?
A: The Saar player would gain a new Space Dock and place it in the system.
Q: Can the Saar player fulfil the Usurper objective, which requires a player to control Mecatol Rex and have a Space Dock and 6 Ground Forces there?
A: Yes, as long as the Saar player has a Space Dock in the system and 6 Ground Forces on the planet.
Q: What are the restrictions for building a Saar Space Dock?
A: The player must control 1 planet in the system per space dock he wishes to build. Trade stations do not count towards this restriction.
Q: Can Saar spacedocks move through Nebula or Ion Storm systems? Can they retreat?
A: Although they may enter these systems, they may not normally move through them. However, Saar spacedocks may take advantage of the “Manoeuvring Jets” and “Antimass Deflector” technology cards. Saar spacedocks may never retreat (even with action cards).
15.15.3 The Arborec
Q: Can 2 Arborec Ground Forces produce 2 Ground Forces for the cost of 1, thereby pooling their production capacity?
and 6 Ground Forces on the planet Q What are the restrictions for building a Saar Space Dock A The player must control 1 planet in the system per space dock he wishes to build Trade stations do not count towards this restriction Q Can Saar spacedocks move through Nebula or Ion Storm systems Can they retreat A Although they may enter these systems they may not normally move through them However Saar spacedocks may take advantage of the Manoeuvring Jets and Antimass Deflector technology cards Saar spacedocks may never retreat even with action cards 15 15 3 The Arborec Q Can 2 Arborec Ground Forces produce 2 Ground Forces for the cost of 1 thereby pooling their production capacity
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A: No, their production capacity may not be pooled.
Q: Can Arborec Ground Forces build ships?
A: Yes.
Q: Can Arborec Ground Forces be used with the Production Strategy Card?
A: Yes. However, the Ground Forces must be in a system containing one or more friendly Space Docks.
Q: Can Arborec Ground Forces produce while in a fleet, i.e. being carried by a ship?
A: Yes. Any units produced may be placed on ships with capacity or a planet controlled by that player in that system.
15.15.4 The Ghosts of Creuss
Q: Where are the Ghosts of Creuss’ starting units placed?
A: Starting units must be placed on the system with the Creuss planet on it.
Q: Do the Ghosts of Creuss treat “A” and “B” Wormhole system as if they were adjacent for movement only?
A: Yes. They follow the normal rules for Wormholes and are considered adjacent for movement purposes only.
15.15.5 The Nekro Virus
Q: What happens with the Nekro Virus’ starting units if the Mechanized Units game option is not being used?
A: If not using the Mechanized Units game option, the Nekro Virus player instead receives 2 additional Ground Forces.
Q: When gaining Command Counters instead of a Technology Advance, may the Nekro Virus use technology specialties or other discounts provided by cards or effects?
A: When gaining Command Counters in place of a technology, the Nekro Virus does not benefit from any specific discounts referring to a red, green, or yellow technology. However, the Nekro Virus may benefit from cards or effects that provide a generic discount to any technology. Of course the Nekro Virus still receives 3 Command Counters in place of the Technology Card.
Q: Can the Nekro Virus receive Technology Cards through Domain Counters such as Alien Technology?
A: Yes.
Q: What happens if the Nekro Virus discovers a Lazax Survivor Domain Counter when using the Distant Suns option?
A: The Domain Counter is removed with no effect.
Q: Can the Nekro Virus player vote when using the Voice of the Council option from Shattered Empire?
A: No.
Q: At which point during a battle is the Nekro Virus’s technology copying ability used?
A: This happens at the end of the battle.
15.16 Strategy Cards
Q: Can I buy two technology advances with the Technology Strategy’s secondary ability, or am I limited to just one?
A: You are limited to one.
Q: Can I fire with my PDS units against a player who I have named with the Diplomacy Strategy, or who has used that Strategy against me? How about taking his systems if all they have are domain markers, not units?
A: The card is very explicit. You cannot activate a system containing the named enemy’s units, and vice versa. The card’s effects impose no other restrictions on either party.
Q: Can I use the Imperial Strategy’s secondary ability to build a Space Dock in a system that already contains a Space Dock?
A: No, you may only use the secondary ability of the Imperial Strategy Card to build units at Space Docks in one of your systems (following normal Space Dock building restrictions).
Q: Some Political Cards refer to the Imperial Strategy Card. What should be done if these are drawn when playing with the Bureaucracy Strategy?
A: As stated on the rules, if a player draws a Political or Action Card that refers to a Strategy Card that is not in the game, immediately discard it and draw a new one as a replacement.
Q: Can a player build a Space Dock when executing the primary ability of the Production Strategy?
A: No.
Q: Can a player use the Diplomacy II Strategy to annex a planet with an exposed Distant Suns counter? Can it be used on a planet with an Artefact?
A: Yes. If a planet containing a Distant Suns counter is annexed, then the token is removed without effect. If a planet with an Artefact is annexed, the Artefact is revealed after the player takes control of the planet.
Q: Can you use the Diplomacy II ability to annex Mallice in the Wormhole Nexus through one of the wormholes?
A: No. Wormhole systems are only considered adjacent only for the purposes of ship movement.
Q: When using the secondary ability of the Warfare II Strategy, do Fighters that are being transported by Carrier count against the ship limit?
A: No.
Q: With the Warfare II High alert token, do ships which start in the system of the token, but do not move with the token, get the +1 movement bonus?
A: Yes. At the start of an activation, all ships in a system with the high alert token gain +1 movement for that activation. This bonus is regardless of whether or not you decide to move the token with the ships.
Q: Can I use the secondary ability of Production to build at two Space Docks in the same system? Can I get the
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benefit of Sarween Tools at both?
A: Yes. You can build at all Space Docks in the system
and utilize any applicable technologies.
Q: Can a player retreat into a system which was
targeted by the Diplomacy II Strategy card?
A: Yes.
Q: If a player is already the Speaker and selects
Assembly II, may he retain the Speaker token and
select another player to choose an agenda?
A: Yes.
15.17 Technology Cards
15.17.1 General
Q: If a player with the Gen Synthesis technology is
attacked on his only Home System planet, do his troops
regenerate on that planet during combat? Can they
fight in that combat?
A: Yes. If the player rolls 5+ for a destroyed Ground
Force unit, that unit would remain on the Home System
planet and continue to participate in the combat.
Q: Light Wave Deflector (“your ships may now
move through systems containing enemy ships”) and
Advanced Fighters (“enemy ships may not move
through a system your Fighters occupy”) seem to
contradict one another. Does Advanced Fighters block
Light/Wave Deflector enabled movement?
A: Advanced Fighters merely allows Fighter units to
block an opponent’s movement as if they were normal
spaceships. Thus, Light/Wave Deflectors do work
against Fighters enhanced by the Advanced Fighters
tech.
Q: Does Sarween Tools give one free resource to each
of a player’s Space Docks, or only to a single friendly
Space Dock?
A: Sarween Tools gives one free resource to every
friendly Space Dock in play by the owner of that
technology.
Q: If I have Sarween Tools, can I build units at my Space
Docks using only the 1 free resource provided by the
Sarween Tools?
A: Yes.
Q: Can the extra resource from multiple Space Docks
provided by Sarween Tools be combined to purchase
one unit (e.g., two Space Docks building one Cruiser)?
A: No. An extra resource from Sarween Tools must
be used to build at the given Space Dock. A ship’s
production may not be split between multiple Space
Docks.
Q: Can a Dreadnought, without the Graviton Negator
technology, use the X 89 Bacterial Weapon technology
against a planet that contains a PDS?
A: Yes, using the X 89 technology is not considered a
bombardment.
Q: What happens if I have Gen Synthesis and one of
my Ground Forces is destroyed, but I do not control any
planets in my home system?
A: In this case, you may not use the second part of the
Gen Synthesis technology.
Q: With the Graviton Negator technology, can Fighters
invade without Ground Forces (even though they can’t
capture the planet)?
A: No. An invasion can only be initiated by Ground
Forces attempting to land on a planet.
Q: If I have XRD Transporters and the Light/Wave
Deflector technology, can my Carriers stop in a system
containing an enemy ship, pick up units, and then move
on to the destination system?
A: No. The Light/Wave Deflectors tech allows you
to move through systems containing enemy ships,
but does not allow you to pick up units in systems
containing enemy ships.
Q: What happens if I attack the home system of
someone with Gen Synthesis and I use the X 89 Bacterial
Weapon technology?
A: All Ground Forces are destroyed. You would then roll
for each GF to see if it comes back at your home planet.
Q: Do Ground Forces that are returned to a Home
System as a result of Gen Synthesis count as “killed” for
the purpose of Dacxive Animators?
A: No.
Q: Does the Stasis Capsules technology allow a player
to load or land a Ground Force as part of the Warfare
Strategy’s secondary ability?
A: No.
Q: Is it possible to move Ground Forces from an
activated system to an unactivated system using Transit
Diodes?
A: Yes. You may move the Ground Force to and from any
planets that you control.
Q: Can units built with the Integrated Economy
technology be placed on ships in adjacent system?
A: No. The technology should read: “You may only place
PDS and Ground Force units on any friendly planet
within this range.”
Q: Can you use X 89 Bacterial Weapon technology if you
do not have any Action cards in your hand?
A: Yes.
Q: Can fighters with the Graviton Negator technology
invade a planet if no friendly ground forces are present?
A: No. At least 1 ground force is required to start
invasion combat.
Q: Does the Dacxive Animator technology work for
Ground Forces killed by pre combat abilities such as
PDS Fire, Bombardment, or X89 Bacterial Weapon?
A: Yes.
Q: Does a ship in a Wormhole system or the Gravity
Rift receive the +1 movement bonus from Gravity Drive?
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Q: A ship in a Wormhole system receives the bonus if there is another Wormhole connecting to it. A ship in a Gravity Rift does not receive the bonus unless that system is adjacent to a system containing another Gravity Rift or a Wormhole.
A: This is not a question. This is a statement.
Q: How does Neural Computing work with the Nekro Virus?
A: When receiving 3 Command Counters instead of a Technology Card, Neural Computing reduces the cost by 2.
Q: Can Transfabrication be used to scuttle any units or only those present in the activated system at the time of the Production step?
A: It may be used to scuttle any units following normal scuttle rules.
15.17.2 Race-specific Technology Cards
Q: If the Sharing of Technology Political Agenda passes, can a player acquire the race specific technology of his trading partner?
A: No. A player may not acquire the race specific technology of another race.
Q: How does the Subsidized Studies Political card interact with Racial Technology cards and the Technology strategy card?
A: “Subsidized Studies” does not affect Racial technologies, or anytime a technology is gained for free (for example the primary ability of the Technology strategy card).
Q: Can a player receive another player’s race specific technology (for example with the Technological Society domain counter)?
A: No, a player may never gain a race specific technology that does not belong to his race.
Q: When using Creuss’ Slave Wormhole Generator, what qualifies as a “friendly” system?
A: A friendly system is a system containing any number of that player’s units or Control Markers.
Q: What happens if the Letnev player decides to deal only 1 hit to a Dreadnought that has Noneuclidean Shielding?
A: That ship is damaged (even though it was only dealt 1 damage).
Q: If Letnev has researched Noneuclidean Shielding and takes 1 hit to a Dreadnought, will Direct Hit Action Card destroy that ship or simply cause 1 more hit to be assigned?
A: The Direct Hit Action Card will destroy that ship.
Q: When Muaat activates Nova Seed, what happens to ships belonging to Muaat that were in the system?
A: Any ships in that system are unaffected and may freely move out of that system during a later turn. However, once these ships move out of the system, they may not move back in.
Q: Which racial Technologies cannot be copied with Nekro’s Valefar Assimilator?
A: Valefar Assimilator may technically be used to copy any racial Technology. However, any technology referring to another race’s special ability may not be used by the Nekro Virus. This includes Race Specific Technologies that modify a race’s ability, such as Floating Factory and Spore Acceleration.
Q: If Winnu use Lazax Gate Folding to place 1 Ground Force on Mecatol Rex when it is uncontrolled, does the player gain control of the planet? What happens to the Custodians?
A: Yes. In addition, Custodians are discarded.
Q: Can Xxcha use Instinct Training to cancel a Sabotage Action Card?
A: Yes.
Q: If Nekro uses Valefar Assimilator to copy Creuss’ Slave Wormhole Generator, do they use Creuss’ wormhole tokens as if a common supply?
A: The Nekro Virus player may use any Creuss Wormhole token as a common supply. However, the same token may not be placed (or moved) more than once per game round.
Q: Can the Creuss use Dimensional Splicer to deal multiple hits if multiple wormholes are present in the system?
A: No.
15.18 Units
15.18.1 General
Q: What counts as a “unit”?
A: Any plastic piece on the game board, as well as the Ground Force and Fighter unit supplement tokens.
Q: Do War Suns have all the same restrictions as Carriers?
A: War Suns (and any other unit with a capacity for Ground Forces) have all of the same restrictions as Carriers on picking up, carrying, and dropping off Ground Forces.
Q: Can I activate an enemy system and fire at it with my PDS, even if my PDS units are in an activated system?
A: Yes.
Q: If an enemy has activated my system to fire his PDS at me, can my PDS units return fire at his fleet, even if it doesn’t move?
A: When a player activates a system in range of your PDS units, you may, after the movement step of the activation sequence, fire once per PDS at any enemy units in the activated system owned by the activating player.
Q: Can PDS units with Deep Space Cannon fire once when an enemy fleet moves into an adjacent hex and then again when the PDS owner activates the system?
A: Yes.
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Q: Can I activate a system solely for the purposes of
firing my PDS at a fleet there?
A: Yes.
Q: Can I have limitless Ground Forces and Fighter units,
or once we run out of cardboard tokens am I stuck with
what I have? Can I use pennies, post it notes, and dust
bunnies to bulk out my forces if I can pay for them in
game?
A: You can use replacement counters if you run out
of the Ground Force and Fighter supplement tokens
provided with the game.
Q: Can I build units with a Space Dock just built this
round, if the Activation Counter in its system is removed
for some reason?
A: No, you can never build new units from a Space Dock
created during the same round.
Q: Can my Carrier unit pick up Ground Force or PDS
units when retreating?
A: No. A Carrier unit may only pick up units during the
Movement step of a Tactical or Transfer action.
15.18.2 Shock Troops
Q: If a Ground Force rolls a 10 in battle, it becomes a
Shock Troop. Does this roll include modifiers, or must it
be a “natural” 10?
A: It must be a natural 10.
Q: If an attacker has built all of his Space Docks, and
then wins an Invasion Combat, may he use a Shock
Troop’s ability to capture an enemy Space Dock?
A: No. The units are destroyed, but not replaced.
Q: If I take over an opponent’s Space Dock with a Shock
Troop, can I build at the Space Dock this round?
A: No. Whenever you place a new Space Dock piece
on the board, it is treated as if it were built this game
round.
Q: How does the Plague Action card interact with Shock
Troops?
A: Roll individually for each shock troop and ground
force. If you roll even, that unit is destroyed. Then roll
for the next unit. If a ground force is destroyed because
of this, a shock troop is not destroyed instead. Only the
unit that is rolled for is killed.
15.18.3 Flagships
Q: Can the Arborec’s Duha Menaimon produce Ground
Forces? Can it be used with the Production Strategy
Card?
A: Ground Forces may be produced by Duha
Menaimon. If using the Production Strategy Card, the
Duha Menaimon may only produce units if in the same
system as one or more friendly Space Docks.
Q: How, exactly, does the Ghosts of Creuss’ Hil Colish
work?
A: A system containing Hil Colish is considered to have
a “D” Wormhole. While moving, only the destination
system (the system activated), not the Flagship’s current
system, is considered to have the “D” Wormhole. This
system may only be considered a destination system
if the Hil Colish will end its movement in the activated
system. The Hil Colish cannot use the “D” Wormhole it
generates.
Q: Does the Xxcha’s Loncara Ssodu gain the benefits of
PDS technologies?
A: No. Only the Deep Space Cannon Technology advance
applies (even if the player has not researched it).
Q: Can the Loncara Ssodu be used during Invasion
Combat?
A: No.
Q: Are Ground Forces in the same system as the Yin
Van Hauge affected by abilities and cards that normally
affect Fighters, such as PDS fire, Anti Fighter Barrage,
and Friendly Fire AC?
A: Yes. Each Ground Force that participates in a Space
Battle as a Fighter follows all rules pertaining to Fighters.
Q: Are there any circumstances when a player can build
his flagship outside of his home system?
A: No.
Q: Do Nano Technology and Type IV Drive affect
Flagships?
A: No. (Changed in FAQ 2.4)
15.18.4 Mechanized Units
Q: How do Mechanized Units work in regards to cards
and abilities referring to Ground Forces?
A: Mechanized Units are treated as Ground Forces in
regards to controlling planets only, this includes cards
and effects which would revert a planet to neutral if no
Ground Forces are present. They participate in invasion
combat but are immune to all abilities that refer to
Ground Forces, such as Action Cards, technologies,
Domain Counters, bombardments, PDS fire, and
Leaders.
Q: Are Mechanized Units repaired during the status
phase?
A: Yes. They follow all rules for ships sustaining damage.
15.19 Victory Conditions
Q: Can two or more players score the same Public
Objective?
A: Yes.
Q: Can I declare victory immediately upon reaching 10
VPs, or do I have to wait until the Status Phase?
A: If you gain 10 VPs by executing the Primary Ability of
the Imperial Strategy, you immediately win the game.
Q: There is a Public Objective which states that a
player must control, with a unit, Mecatol Rex and each
territory adjacent to it. If an asteroid or supernova is
adjacent to Mecatol Rex, is this condition achievable?
A: The objective only requires control of adjacent
systems that can be controlled.
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Q: How is the 3 point objective that gives points if you
have more influence than both of your neighbours
combined affected by the elimination of one player?
A: The eliminated player is still considered your
neighbour and has 0 influence.
Q: For objectives that state “I control Mecatol Rex”,
does this refer to the planet or the system?
A: The planet.
15.20 Miscellaneous
Q: If I run out of bonus tokens in the game, do I stop
placing new ones?
A: In the unlikely event that you run out of bonus
tokens, you should use replacement counters agreed
upon by the players (beads, pennies, etc.).
Q: If I run out of Command Counters, what happens?
A: You are limited to the actual Command Counters
provided in the game. You cannot use replacement
counters.
Q: If I run out of control markers, can I use replacement
tokens to represent them?
A: Yes.
Q: If a player has all 16 Command Counters in use
on the board or on his Race Sheet, can any effects or
actions that require additional Command Counters for
that player take place or be resolved?
A: No.
Q: Many different Political, Action, and Technology
cards modify, set, or limit the same numerical variables
in the game. For example, the political card “Humane
Labour” lowers the Production limit of Space Docks,
while the Tech Card “Enviro Compensator” increases it.
In what order are multiple effects resolved that affect
the same variable?
A: First, all Political Cards, in the order that they entered
the game, affect variables. Then your Technology cards
affect the same variables (with multiple relevant Tech
cards being resolved in an order of the owners choice),
and at last, the Action Cards affect the variables, in
the order that such Action Cards were resolved. In this
way, “Humane Labour” lowers the production limit of
Space Docks to 2, but the Tech “Enviro Compensator,”
for example, would add one additional capacity for its
owner (raising his limit to 3).
Q: When an effect states “up to”, as in “up to three
systems,” or “up to two Ground Forces,” etc., are you
allowed to have this number be zero?
A: Yes.
Q: Are all steps of the Status Phase resolved in the
order of play?
A: Yes.
Q: Can you voluntarily revert one of your planets to
Neutral?
A: No.
Q: Is it possible to control a system that has no planets?
A: Yes, you simply need at least one non Fighter ship in
the system (and no enemy units).
Q: When are systems containing matching Wormholes
considered adjacent?
A: These systems are considered adjacent for
movement purposes only (including Transfer Actions).
This means that you cannot fire PDS cannons through,
annex planets through, or use the Integrated Economy
technology through.
Q: Can facilities be built during a Transfer Action?
A: No.
Q: Do Action Cards that refer to “voting” apply when
voting on who becomes Voice of the Council?
A: The vote for Voice of the Council is treated as a vote
for an agenda, so cards that would apply to an agenda
vote apply to the Voice of the Council vote.
Q: What is the exact definition of a “won a space
battle” for the purpose of the new objective cards?
A: A player has won a battle if he is the only player with
ships remaining in the system at the end of the battle.
Q: Can Salvage Operations, the Mentak’s race specific
technology, be used to rebuild a destroyed War Sun if
the Mentak do not have the War Sun technology?
A: No. You may only build a War Sun if you have the War
Sun technology.
Q: If the Naalu have Telepathic Mind Weapon (their
race specific technology) and then use the Diplomacy II
primary ability “a,” does that cause all the other players
to lose one Command Counter from ship supply?
A: The Naalu special ability only works when a player
activates a system. It does not work when a card (or
ability) allows another player to place one of their
activation tokens in a system.
Q: Can the Yin Brotherhood use their convert special
ability on the Hostile Locals Distant Suns counter?
A: No. The Yin Brotherhood may only use their ability
on Ground Forces belonging to another player.
Q. If the Yin Brotherhood reverses a planet’s values,
and another player takes that planet from them, do
the planet’s values remain reversed until the end of the
round?
A. No. When the planet card is taken by another player,
the Yin player’s token is removed from the card and the
planet’s values return to normal.
Q: If the Ancient Artefact Political Card “explodes”, are
the Custodians of Mecatol Rex affected?
A: Yes, the Custodians of Mecatol Rex are also discarded.
Q: What happens if I use the Voluntary Annexation
Action Card to annex Mecatol Rex when playing with
the Custodians of Mecatol Rex option?
A: The Custodian tokens are immediately removed.
Q: Do the Custodians of Mecatol Rex count as
“opponents” for purposes of Objectives (such as the
one that states “I successfully invaded one planet
containing at least 1 opposing Ground Force this turn”)?
round A No When the planet card is taken by another player the Yin player s token is removed from the card and the planet s values return to normal Q If the Ancient Artefact Political Card explodes are the Custodians of Mecatol Rex affected A Yes the Custodians of Mecatol Rex are also discarded Q What happens if I use the Voluntary Annexation Action Card to annex Mecatol Rex when playing with the Custodians of Mecatol Rex option A The Custodian tokens are immediately removed Q Do the Custodians of Mecatol Rex count as opponents for purposes of Objectives such as the one that states I successfully invaded one planet containing at least 1 opposing Ground Force this turn
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A: No. Opposing forces are defined as forces controlled
by another player. These objectives cannot be fulfilled
by overcoming the Custodians of Mecatol Rex or a
similar Distant Suns counter.
Q: Regarding the setup of 4-ring maps with 5 or
6 players, in which ring does one place the Home
Systems?
A: The 3rd ring.
Q: With the Leaders option, do Scientists provide a
discount on a Space Dock produced in a Home System
during the simulated early turns procedure?
A: During simulated early turns, units are not produced
at any specific Space Dock. Therefore, any ability that
provides a discount to building at a Space Dock cannot
be used during simulated early turns.
Q: How does the Simulated Early Turns option work
with the Distant Suns option?
A: The Distant Suns counters should be set up after
the simulated early turns procedure, on all planets not
under a player’s control.
Q: Can a player have less than zero VPs?
A: No. Also, if playing with the Artefacts option, a player
may never have a number of VPs that is less than the
number of artefact planets he controls.
Q: Can the Mirage planets refresh Fighters that are
under blockade (with a Space Dock or Advanced
Fighters)? If so, what happens?
A: No. You may not gain ships in a system that contains
enemy ships.
Q: Does the planet Mirage have any fighter capacity?
A: No.
Q: Can the Naalu racial ability be used with a Tactical
Retreat?
A: Yes.
Q: Can a player take over an enemy controlled Trade
Station when making a transfer action or retreating
into the system?
A: Yes. Whenever a player has ships in the system and
no enemy ships are present, he immediately gains
control of the station.
Q: Can leaders be moved to Trade Stations?
A: No.
Q: Do the rolls from the Courageous to the End, and
Target Their Flagship Action Cards count as combat
rolls?
A: Yes. They may therefore be affected by other abilities
that affect combat rolls (including the “Experimental
Weaponry” action card).
Q: If a Fighter Ambush domain counter eliminates a
ship with a Leader, what happens to the leader?
A: Since this is technically a space battle, you would
roll a die. If the leader would be captured, he is instead
killed (since domain counters cannot take prisoners).
Q: In assembling the tile deck before a game, are Everra
and Cormund counted as planet tiles or a special
system tiles?
A: Everra and Cormund are counted as Special Systems.
Q: May other races travel through the “D” Wormhole
generated by Creuss’ Hil Colish?
A: No. Not even with the Light/Wave Deflectors
technology.
16. Links
http://checkwolf.com/ti3/sides
http://www.simonkamber.dk/ti3/index.php
http://ti3wiki.org
http://www.boardgamegeek.com
http://fantasyflightgames.com
17. Credits
Game Design (all editions): Christian T. Petersen
Additional Development (3rd edition): Greg Benage
Game Design for the Expansions: Corey Konieczka and
Christian T. Petersen
Editing: Greg Benage
Graphic Design: Brian S. Schomburg, Andrew Navaro
and Michael Silsby, Tom Garden and Mark Molnar
TWILIGHT IMPERIUM is a trademark of Fantasy Flight
Publishing, Inc. Copyright 1997 2011 Fantasy Flight
Publishing, Inc. All Rights Reserved. The products, or
any parts thereof, may not be reproduced without the
publisher’s consent.
Contents
1...The Objective Of The Game �����������������������������������1
2...Game Contents And Preparations ������������������������1
2.1 Game Content ������������������������������������������������������������������1
2.2 The Shattered Empire Icon �����������������������������������������������2
2.3 The Shard of the Throne Icon �������������������������������������������2
2.4 Replacement Cards for Base Game ���������������������������������2
2.5 Replacement Cards for Shattered Empire ������������������������2
3...Component Overview �������������������������������������������2
3.1 Map Hexes �����������������������������������������������������������������������2
3.2 Plastic Game Units �����������������������������������������������������������2
3.3 Planet Cards ���������������������������������������������������������������������2
3.4 Technology Cards �������������������������������������������������������������2
3.5 Action Cards ���������������������������������������������������������������������3
3.6 Political Cards �������������������������������������������������������������������3
3.7 Objective Cards ����������������������������������������������������������������3
3.8 Trade Cards ����������������������������������������������������������������������3
3.9 Strategy Cards ������������������������������������������������������������������3
3.10 Bonus Counters ��������������������������������������������������������������3
3.11 Command Counters �������������������������������������������������������3
3.12 Control Markers �������������������������������������������������������������3
3.13 Trade Good Counters �����������������������������������������������������4
3.14 Victory Point Track ���������������������������������������������������������4
3.15 Speaker (First Player) Token �������������������������������������������4
3.16 Ground Force/Fighter Unit Supplement Tokens �������������4
3.17 Race Sheets ��������������������������������������������������������������������4
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71
3.18 Race-Specific Technologies ��������������������������������������������4
3.19 Facility Cards ������������������������������������������������������������������4
3.20 Unit Reference Cards �����������������������������������������������������4
3.21 Shock Troop Tokens ��������������������������������������������������������4
3.22 Space Mine Tokens ���������������������������������������������������������4
3.23 Mecatol Rex Custodian Tokens ���������������������������������������4
3.24 Artefact Tokens and Objective Cards �����������������������������4
3.25 Wormhole Tokens ����������������������������������������������������������4
3.26 Agenda Cards �����������������������������������������������������������������4
3.27 Flagship Cards ����������������������������������������������������������������4
3.28 Mercenary Cards ������������������������������������������������������������4
3.29 Promissory Note Cards ���������������������������������������������������4
3.30 Representative Cards �����������������������������������������������������4
3.31 Treaty Cards �������������������������������������������������������������������5
3.32 Space Domain Counters �������������������������������������������������5
3.33 Mercenary Tokens ����������������������������������������������������������5
3.34 Race-specific Technology Tokens �����������������������������������5
4. Number of Players ������������������������������������������������5
5. Suggested Play Area ����������������������������������������������5
6. Game Setup ������������������������������������������������������������5
6.1 Preparing the Objective Cards �����������������������������������������7
6.2 Setting up the Galaxy �������������������������������������������������������7
6.2.1 Game Setup with the systems from SE ��������������������������������������8
6.2.2 Game Setup with the New Systems from SE+SotT ��������������������8
7. The Game Round ����������������������������������������������������9
7.1 Strategy Phase ������������������������������������������������������������������9
7.1.1 Order of Play ������������������������������������������������������������������������������9
7.2 Action Phase ������������������������������������������������������������������10
7.2.1 Strategic Action �����������������������������������������������������������������������10
7.2.2 Tactical Action ��������������������������������������������������������������������������10
7.2.3 Transfer Action ������������������������������������������������������������������������13
7.2.4 Passing �������������������������������������������������������������������������������������14
7.2.5 End of the Action Phase ����������������������������������������������������������14
7.3 Status Phase �������������������������������������������������������������������14
7.4 End of a Round ���������������������������������������������������������������15
8. Space Battles ��������������������������������������������������������15
8.1 Before Combat ���������������������������������������������������������������15
8.1.1 Destroyer Anti Fighter Barrage �������������������������������������������������15
8.2 Battle Round ������������������������������������������������������������������15
8.3 Space Battle Example �����������������������������������������������������16
9. Invasion Combat ��������������������������������������������������16
9.1 Before Combat ���������������������������������������������������������������17
9.1.1 Bombardments ������������������������������������������������������������������������17
9.1.2 PDS Fire �����������������������������������������������������������������������������������17
9.2 Invasion Combat Round �������������������������������������������������17
10. Other Game Concepts and Rules ������������������������18
10.1 Races ����������������������������������������������������������������������������18
10.1.1 Winnaran Yellow Technology Specialty ���������������������������������18
10.1.2 Saar Space Docks �������������������������������������������������������������������18
10.1.3 Arborec Green Technology Specialty �������������������������������������18
10.1.4 Ghosts of Creuss Home Systems �������������������������������������������18
10.2 Systems ������������������������������������������������������������������������18
10.2.1 Home Systems (Interior Yellow Border) ���������������������������������18
10.2.2 Special Systems (Interior Red Border) �����������������������������������18
10.2.3 Regular Systems ���������������������������������������������������������������������18
10.3 Planets �������������������������������������������������������������������������19
10.4 Wormholes �������������������������������������������������������������������19
10.5 Unit Limitations ������������������������������������������������������������19
10.6 Fighter/Ground Force Supplement Counters ���������������20
10.7 Command Counters �����������������������������������������������������20
10.7.1 Fleet Supply Area �������������������������������������������������������������������21
10.7.2 Command Pool Area ��������������������������������������������������������������21
10.7.3 Strategy Allocation Area ��������������������������������������������������������21
10.8 Spending Resources and Influence ������������������������������21
10.8.1 Exhausting Planets �����������������������������������������������������������������21
10.8.2 Paying Costs ���������������������������������������������������������������������������21
10.8.3 Example of Spending Resources and Production ������������������21
10.9 Action Cards �����������������������������������������������������������������22
10.9.1 How to Play an Action Card ���������������������������������������������������22
10.9.2 Sabotage Action Card ������������������������������������������������������������22
10.9.3 Play as an Action ��������������������������������������������������������������������22
10.10 Political Cards and the Galactic Council ���������������������22
10.10.1 Political Agenda �������������������������������������������������������������������22
10.10.2 “Elect” Votes ������������������������������������������������������������������������23
10.10.3 “For or Against” Votes ���������������������������������������������������������23
10.10.4 Laws �������������������������������������������������������������������������������������23
10.10.5 Voting in the Galactic Council ����������������������������������������������23
10.10.6 Abstaining and Tie Votes �����������������������������������������������������23
10.11 Technology Advances �������������������������������������������������23
10.11.1 Acquiring a Technology Advance �����������������������������������������23
10.11.2 Planetary Technology Specialities ����������������������������������������24
10.12 Trade Contracts and Trade Agreements ���������������������24
10.12.1 Opening Trade Agreements �������������������������������������������������24
10.12.2 Receiving Trade Goods ��������������������������������������������������������24
10.12.3 Trade Goods Counters ���������������������������������������������������������25
10.12.4 Running out of Trade Goods ������������������������������������������������25
10.12.5 Breaking Trade Agreements ������������������������������������������������25
10.12.6 Power of the Merchants Guild ���������������������������������������������25
10.13 Objective Cards ����������������������������������������������������������25
10.13.1 Secret Objective Cards ���������������������������������������������������������25
10.14 Race Sheet �����������������������������������������������������������������26
11. Rules for Units ����������������������������������������������������26
11.1 Space Dock �������������������������������������������������������������������27
11.2 Ground Forces ��������������������������������������������������������������27
11.3 Carrier Unit ������������������������������������������������������������������28
11.4 Planetary Defence System (PDS) Unit ��������������������������29
11.5 Fighter Unit ������������������������������������������������������������������30
11.6 Cruiser Unit ������������������������������������������������������������������31
11.7 Destroyer Unit ��������������������������������������������������������������31
11.8 Dreadnought Unit ��������������������������������������������������������31
11.9 War Sun ������������������������������������������������������������������������31
11.10 Damaged and Undamaged Units �������������������������������32
12. Optional Rules ����������������������������������������������������32
12.1 Three, Four, Five, Seven, Eight Player Game ����������������32
12.1.1 Three Player Game ����������������������������������������������������������������32
12.1.2 Four Player Game ������������������������������������������������������������������33
12.1.3 Five Player Game �������������������������������������������������������������������34
12.1.4 Seven and Eight Player Games ����������������������������������������������34
12.2 Base Game Option 1: Long War �����������������������������������34
12.2.1 Alternative Variant �����������������������������������������������������������������35
12.3 Base Game Option 2: Age of Empire ����������������������������36
12.4 BG Option 3/SE Option 11-12: Distant Suns ����������������36
12.4.1 Domain Counters Description �����������������������������������������������37
12.4.2 Shattered Empires: Territorial Distant Suns ���������������������������38
12.5 Base Game Option 4: Leaders ��������������������������������������38
12.5.1 Placing Leaders ����������������������������������������������������������������������38
12.5.2 Killing and Capturing Leaders ������������������������������������������������38
12.5.3 On a planet ����������������������������������������������������������������������������38
12.5.4 Captive Leaders ���������������������������������������������������������������������38
12.5.5 Rescuing a captive Leader �����������������������������������������������������38
12.5.6 Leader Abilities ����������������������������������������������������������������������39
12.6 Base Game Option 5: Sabotage Runs ���������������������������39
12.6.1 Announce the Run �����������������������������������������������������������������39
12.6.2 The Outer Defences ���������������������������������������������������������������39
12.6.3 The Inner Defences ����������������������������������������������������������������39
12.7 SE Option 1: The Variant ISC ����������������������������������������40
12.8 SE Option 2: The Variant Strategy Cards ����������������������40
12.9 SE Option 3: Variant Objectives �����������������������������������40
12.10 SE Option 4: Race Specific Technologies ��������������������40
Empires Territorial Distant Suns 38 12 5 Base Game Option 4 Leaders 38 12 5 1 Placing Leaders 38 12 5 2 Killing and Capturing Leaders 38 12 5 3 On a planet 38 12 5 4 Captive Leaders 38 12 5 5 Rescuing a captive Leader 38 12 5 6 Leader Abilities 39 12 6 Base Game Option 5 Sabotage Runs 39 12 6 1 Announce the Run 39 12 6 2 The Outer Defences 39 12 6 3 The Inner Defences 39 12 7 SE Option 1 The Variant ISC 40 12 8 SE Option 2 The Variant Strategy Cards 40 12 9 SE Option 3 Variant Objectives 40 12 10 SE Option 4 Race Specific Technologies 40
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72
12.11 SE Option 5: Artefacts ������������������������������������������������41
12.11.1 Setting up Artefacts �������������������������������������������������������������41
12.11.2 Playing with Artefacts ����������������������������������������������������������41
12.12 SE Option 6: Shock Troops �����������������������������������������41
12.12.1 Acquiring Shock Troops �������������������������������������������������������41
12.12.2 Using Shock Troops ��������������������������������������������������������������41
12.12.3 Shock Troop Restrictions �����������������������������������������������������41
12.13 SE Option 7: Space Mines ������������������������������������������42
12.13.1 Deploying Space Mines �������������������������������������������������������42
12.13.2 Triggering Space Mines ��������������������������������������������������������42
12.14 SE Option 8: The Wormhole Nexus ����������������������������42
12.15 SE Option 9: Facilities �������������������������������������������������42
12.15.1 Building Facilities �����������������������������������������������������������������42
12.16 SE Option 10: Tactical Retreats ����������������������������������42
12.16.1 From the Online Errata: Stalemates �������������������������������������43
12.17 SE Option 13: Custodians of Mecatol Rex ������������������43
12.18 SE Option 14: Voice of the Council �����������������������������43
12.19 SE Option 15: Simulated Early Turns ��������������������������43
12.19.1 Example of Simulating Early Turns ���������������������������������������44
12.20 SotT Option 1: Preliminary Objectives �����������������������44
12.21 SotT Option 3: Flagships ���������������������������������������������44
12.21.1 Acquiring a Flagship �������������������������������������������������������������45
12.21.2 Using Flagships ��������������������������������������������������������������������45
12.22 SotT Option 4: The Final Frontier �������������������������������45
12.22.1 The Space Domain Counters ������������������������������������������������45
12.22.2 Space Domain Counters Description �����������������������������������45
12.23 SotT Option 5: Mechanized Units ������������������������������46
12.24 SotT Option 6: Mercenaries ���������������������������������������46
12.24.1 Hiring Mercenaries ��������������������������������������������������������������46
12.24.2 Controlling Planets ��������������������������������������������������������������46
12.24.3 Using Mercenaries in Battle ������������������������������������������������46
12.24.4 Evasion ���������������������������������������������������������������������������������46
12.25 SotT Option 7: Political Intrigue ���������������������������������47
12.25.1 Council Steps �����������������������������������������������������������������������47
12.25.2 Using Representatives ���������������������������������������������������������47
12.25.3 Promissory Notes ����������������������������������������������������������������48
12.26 Online Option 1: Homeworlds �����������������������������������48
12.27 Online Option 2: The Star in the Crown ���������������������48
12.28 Online Option 3: The Ancient Throne ������������������������49
12.29 Online Option 4: Preset Maps ������������������������������������49
12.29.1 Set Up the Map ��������������������������������������������������������������������49
12.29.2 Assign Races and Starting Areas ������������������������������������������51
12.29.3 Preset Artefacts �������������������������������������������������������������������51
12.30 Online Option 5: Special 5 Player Map ������������������������52
12.30.1 Special Rules ������������������������������������������������������������������������52
12.31 Online Option 6: Multi Galaxy Maps ���������������������������52
13. Strategy Card Summary ��������������������������������������52
13.1 First Strategy (Initiative / Leadership) ��������������������������52
13.1.1 Base Game: The Initiative Strategy ����������������������������������������52
13.1.2 Shattered Empire: The Leadership Strategy ��������������������������52
13.2 Second Strategy (Diplomacy I/II) ����������������������������������52
13.2.1 Base Game: The Diplomacy Strategy �������������������������������������52
13.2.2 Shattered Empire: The Diplomacy II Strategy ������������������������53
13.3 Third Strategy (Political I/II, Assembly I/II) �������������������53
13.3.1 Base Game: The Political Strategy �����������������������������������������53
13.3.2 Shattered Empire: The Assembly Strategy ����������������������������53
13.3.3 Shards of the Throne: Political II Strategy ������������������������������53
13.3.4 Shards of the Throne: Assembly II Strategy ���������������������������54
13.4 Fourth Strategy (Logistic / Production) ������������������������54
13.4.1 Base Game: The Logistic Strategy ������������������������������������������54
13.4.2 Shattered Empire: The Production Strategy ��������������������������54
13.5 Fifth Strategy (Trade I/II/III) ������������������������������������������54
13.5.1 Base Game: The Trade Strategy ���������������������������������������������54
13.5.2 Shattered Empire: The Trade II Strategy ��������������������������������54
13.5.3 Shards of the Throne: The Trade III Strategy �������������������������55
13.6 Sixth Strategy (Warfare I / II) ����������������������������������������55
13.6.1 Base Game: The Warfare Strategy �����������������������������������������55
13.6.2 Shattered Empire: The Warfare II Strategy ����������������������������55
13.7 Seventh Strategy (Technology I/II) �������������������������������55
13.7.1 Base Game: The Technology Strategy ������������������������������������55
13.7.2 Shattered Empire: The Technology II Strategy ������������������������56
13.8 Eighth Strategy (Imperial I/II, Bureaucracy) �����������������56
13.8.1 Base Game: The Imperial Strategy ����������������������������������������56
13.8.2 Base Game replacement: The Imperial II Strategy ���������������56
13.8.3 Shattered Empire: The Bureaucracy Strategy ������������������������56
14. Errata and Clarifications �����������������������������������56
14.1 Cards ����������������������������������������������������������������������������56
14.1.1 Action Card: “A Beacon of Hope” ������������������������������������������56
14.1.2 Action Card: “Direct Hit” �������������������������������������������������������56
14.1.3 Political Card: “Ancient Artefact” �������������������������������������������57
14.1.4 Political Card: “Open the Trade Routes” ��������������������������������57
14.1.5 Political Card: “Sharing of Technology” ���������������������������������57
14.1.6 Technology Card: “Advanced Fighters” ����������������������������������57
14.1.7 Technology Card: “Microtechnology” ������������������������������������57
14.1.8 Technology Card: “Transfabrication” �������������������������������������57
14.1.9 Race-Specific Technology Card: Quantum Datahub Node �����57
14.1.10 Race Specific Technology Card: Inheritance Systems �����������57
14.1.11 Race Specific Technology Card: Instinct Training ������������������57
14.2 Race Sheets ������������������������������������������������������������������57
14.2.1 PDS Cost ��������������������������������������������������������������������������������57
14.2.2 The Xxcha Ability �������������������������������������������������������������������57
14.2.3 Arborec Race Sheet ���������������������������������������������������������������57
14.3 Rulebook ����������������������������������������������������������������������57
14.3.1 Combat Rolls ��������������������������������������������������������������������������57
14.3.2 Elimination �����������������������������������������������������������������������������58
14.3.3 Controlling a System ��������������������������������������������������������������58
14.3.4 Turn vs. Game Round �������������������������������������������������������������58
15. FAQ �����������������������������������������������������������������������58
15.1 Action Cards �����������������������������������������������������������������58
15.2 Combat �������������������������������������������������������������������������59
15.3 Distant Suns Option �����������������������������������������������������60
15.4 Fleet Supply ������������������������������������������������������������������60
15.5 Leaders �������������������������������������������������������������������������60
15.6 Mercenaries �����������������������������������������������������������������61
15.7 Movement ��������������������������������������������������������������������61
15.8 Objectives ��������������������������������������������������������������������62
15.9 Political Cards ���������������������������������������������������������������62
15.10 Production �����������������������������������������������������������������62
15.11 Promissory Note Cards �����������������������������������������������63
15.12 Representatives ����������������������������������������������������������63
15.13 Space Domain Counters ���������������������������������������������63
15.14 Space Mines ���������������������������������������������������������������63
15.15 Special Abilities ����������������������������������������������������������63
15.15.1 General ��������������������������������������������������������������������������������63
15.15.2 Saar Space Dock ������������������������������������������������������������������64
15.15.3 The Arborec �������������������������������������������������������������������������64
15.15.4 The Ghosts of Creuss �����������������������������������������������������������65
15.15.5 The Nekro Virus �������������������������������������������������������������������65
15.16 Strategy Cards ������������������������������������������������������������65
15.17 Technology Cards �������������������������������������������������������66
15.17.1 General ��������������������������������������������������������������������������������66
15.17.2 Race-specific Technology Cards �������������������������������������������67
15.18 Units ���������������������������������������������������������������������������67
15.18.1 General ��������������������������������������������������������������������������������67
15.18.2 Shock Troops ������������������������������������������������������������������������68
15.18.3 Flagships ������������������������������������������������������������������������������68
15.18.4 Mechanized Units ����������������������������������������������������������������68
15.19 Victory Conditions ������������������������������������������������������68
15.20 Miscellaneous ������������������������������������������������������������69
16. Links ���������������������������������������������������������������������70
17. Credits �����������������������������������������������������������������70
Note Cards 63 15 12 Representatives 63 15 13 Space Domain Counters 63 15 14 Space Mines 63 15 15 Special Abilities 63 15 15 1 General 63 15 15 2 Saar Space Dock 64 15 15 3 The Arborec 64 15 15 4 The Ghosts of Creuss 65 15 15 5 The Nekro Virus 65 15 16 Strategy Cards 65 15 17 Technology Cards 66 15 17 1 General 66 15 17 2 Race specific Technology Cards 67 15 18 Units 67 15 18 1 General 67 15 18 2 Shock Troops 68 15 18 3 Flagships 68 15 18 4 Mechanized Units 68 15 19 Victory Conditions 68 15 20 Miscellaneous 69 16 Links 70 17 Credits 70
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