1. Objetivo do Jogo
In Twilight Imperium: Fourth Edition – Prophecy of Kings, each player commands a powerful faction vying for galactic dominance. The goal is to accumulate victory points through a mix of political influence, military conquest, and technological advancement. The game ends when a player reaches the required number of victory points for the chosen victory condition, or when the final round of the game is completed. The player with the highest total of victory points at that moment is declared the winner.
2. Preparação (Setup)
Because the manual excerpt does not detail the full setup procedure, consult the official rulebook for the exact steps. Generally, you will:
- Place the galaxy map and all planet tiles on the table.
- Distribute faction boards, technology cards, and action cards according to the chosen factions.
- Set up fleet tokens, ground forces, and structure tokens on the starting planets.
- Deal each player a starting hand of action cards and a strategy card.
- Place the Mecatol Rex token in the center of the map.
- Determine the turn order and the number of rounds for the game.
For the precise order of placement and card distribution, please refer to the official manual.
3. Fluxo do Jogo
While the provided text does not enumerate the full turn structure, the game typically proceeds through the following phases in each round:
- Political Phase – Players cast votes on various political actions.
- Strategic Phase – Players play strategy cards and resolve their effects.
- Action Phase – Players play action cards, move fleets, and conduct combat.
- Status Phase – Resolve end‑of‑turn effects, production, and other passive abilities.
For the exact sequence, including any special phases such as maintenance or global events, consult the rulebook.
4. Ações e Como Jogar
Below are the actions and abilities explicitly described in the manual excerpt. Each entry explains what the action does, when it can be used, and any special conditions.
Faction Abilities
- Bioplasmosis (GG) – At the end of the status phase, you may remove any number of infantry from planets you control and place them on planets you control in the same or adjacent systems.
- Letani Warrior II (GG) – Cost: 1(2) – Combat: 7 – Production 2. After this unit is destroyed, roll a die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
- Aerie Hololattice (Y) – Other players cannot move ships through systems that contain your structures. Each planet that contains one or more of your structures gains the Production 1 ability as if it were a unit.
- Strike Wing Alpha II (RR) – Cost 1 – Combat: 7 – Move: 2 – Capacity: 1. Anti‑Fighter Barrage 6 (x3). When this unit uses Anti‑Fighter Barrage, each result of a 9 or 10 also destroys one of your opponent’s infantry in the space area of the active system.
- Voidwatch (G) – After a player moves ships into a system that contains one or more of your units, they must give you one promissory note from their hand, if able.
- Aetherstream (BB) – After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action.
- Dimensional Splicer (R) – At the start of a space combat in a system that contains a wormhole and one or more of your ships, you may produce one hit and assign it to one of your opponent's ships.
- Wormhole Generator (BB) – At the start of the status phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non‑home system that does not contain another player's ships.
- Wormhole Generator Ω (BB) – Action: Exhaust this card to place or move a Creuss wormhole token into either a system that contains a planet you control or a non‑home system that does not contain another player's ships.
- Production Biomes (GG) – Action: Exhaust this card and spend one token from your strategy pool to gain four trade goods and choose one other player to gain two trade goods.
- Quantum Datahub Node (YYY) – At the end of the strategy phase, you may spend one token from your strategy pool and give another player three of your trade goods. If you do, give one of your strategy cards to that player and take one of their strategy cards.
- Spacial Conduit Cylinder (BB) – You may exhaust this card after you activate a system that contains one or more of your units; that system is adjacent to all other systems that contain one or more of your units during this activation.
- E‑Res Siphons (YY) – After another player activates a system that contains one or more of your ships, gain four trade goods.
- Inheritance Systems (YY) – You may exhaust this card and spend two resources when you research a technology; ignore all of that technology's prerequisites.
- Super Dreadnought II (BBY) – Cost: 4 – Combat: 4 – Move: 2 – Capacity: 2. Bombardment 4, Sustain Damage, This unit cannot be destroyed by Direct Hit action cards.
- L4 Disruptors (Y) – During an invasion, units cannot use Space Cannon against your units.
- Non‑Euclidian Shielding (RR) – When one of your units uses sustain damage, cancel two hits instead of one.
- Genetic Recombination (G) – You may exhaust this card before a player casts votes; that player must cast at least one vote for an outcome of your choice or remove one token from their fleet pool and return it to their reinforcements.
- Salvage Operations (YY) – After you win or lose a space combat, gain one trade good; if you won the combat, you may also produce one ship in that system of any ship type that was destroyed during the combat.
- Mirror Computing (YYY) – When you spend trade goods, each trade good is worth two resources or influence instead of one.
- Magmus Reactor (RR) – Your ships can move into supernovas. After one or more of your units use production in a system that either contains a warsun or is adjacent to a supernova, gain one trade good.
- Magmus Reactor Ω (RR) – Your ships can move into supernovas. Each supernova that contains one or more of your units gains the production 5 ability as if it were one of your units.
- Prototype War Sun II (RRRY) – Cost: 10 – Combat: 3(x3) – Move: 3 – Capacity: 6. Bombardment 3(x3), Sustain Damage, Other player's units in this system lose Planetary Shield.
- Crimson Legionnaire II (GG) – Cost 1 (2) – Combat: 7. After this unit is destroyed, gain one commodity or convert one of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
- Neuroglaive (GGG) – After another player activates a system that contains one or more of your ships, that player removes one token from his fleet pool and returns it to his reinforcements.
- Hybrid Crystal Fighter II (GB) – Cost: 1(2) – Combat: 7 – Move: 2. This unit may move without being transported. Each fighter in excess of your ships' capacity counts as 1/2 of a ship against your fleet pool.
- Supercharge (R) – At the start of a combat round, you may exhaust this card to apply +1 to the result of each of your unit's combat rolls during this combat round.
- Pre‑Fab Arcologies (GGG) – After you explore a planet, ready that planet.
- Temporal Command Suite (Y) – After any player's agent becomes exhausted, you may exhaust this card to ready that agent; if you ready another player's agent, you may perform a transaction with that player.
- Memoria II (GBY) – Cost: 8 – Combat: 5 (x2) – Move: 2 – Capacity: 6. Sustain Damage, Anti‑Fighter Barrage: 5 (x3). You may treat this unit as if it were adjacent to systems that contain one or more of your mechs.
- Chaos Mapping (B) – Other players cannot activate asteroid fields that contain one or more of your ships.
- Floating Factory II (YY) – Move: 2 – Capacity: 5 – Production 7. This unit is placed in a space area instead of on a planet. This unit can move and retreat as if it were a ship. If this unit is blockaded, it is destroyed.
- Valkyrie Particle Weave (RR) – After making combat rolls during a round of ground combat, if your opponent produced one or more hits, you produce one additional hit.
- Exotrireme II (BBY) – Cost: 4 – Combat: 5 – Move: 2 – Capacity: 1. Bombard 4 (x2), Sustain Damage, This unit cannot be destroyed by Direct Hit action cards. After a round of space combat you may destroy this unit to destroy up to two ships in this system.
- Advanced Carrier II (BB) – Cost: 3 – Combat: 9 – Move: 2 – Capacity: 8, Sustain Damage.
- Spec Ops II (GG) – Cost 1(2) – Combat: 6. After this unit is destroyed, roll one die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
- Saturn Engine II (GYR) – Cost: 2 – Combat: 6 – Move: 3 – Capacity: 2. Sustain Damage.
- Hel‑Titan II (YR) – Combat: 6. Planetary Shield, Space Cannon: 5, Sustain Damage, Production: 1. This unit is treated as both a structure and a ground force. It cannot be transported. You use this unit's Space Cannon against ships that are adjacent to this unit's system.
- Vortex (R) – Action: Exhaust this card to choose another player's non‑structure unit in a system that is adjacent to one or more of your space docks. Capture one unit of that type from that player's reinforcements.
- Dimensional Tear II (YY) – Production 7. This system is a gravity rift; your ships do not roll for this gravity rift. Place a dimensional tear token beneath this unit as a reminder. Up to 12 fighters in this system do not count against your ships' capacity.
- Lazax Gate Folding (BB) – During your tactical actions, if you do not control Mecatol Rex, treat its system as if it contains both an alpha and beta wormhole. Action: If you control Mecatol Rex, exhaust this card to place one infantry from your reinforcements on Mecatol Rex.
- Hegemonic Trade Policy* (YY) – Exhaust this card when one or more of your units use “Production”; swap the resource and influence values of one planet you control during that use of “Production.”
- Instinct Training (G) – You may exhaust this card and spend one token from your strategy pool when another player plays an action card; cancel that action card.
- Nullification Field (YY) – After another player activates a system that contains one or more of your ships, you may exhaust this card and spend one token from your strategy pool; immediately end that player's turn.
- Yin Spinner (GG) – After one or more of your units use Production, place one infantry from your reinforcements on a planet you control in that system.
- Yin Spinner Ω (GG) – After you produce units, place up to two infantry from your reinforcements on any planet you control or in any space area that contains one or more of your ships.
- Impulse Core (YY) – At the start of a space combat, you may destroy one of your cruisers or destroyers in the active system to produce one hit against your opponent's ships; that hit must be assigned by your opponent to one of his non‑fighter ships if able.
- Transparasteel Plating (G) – During your turn of the action phase, players that have passed cannot play action cards.
- Mageon Implants (GGG) – Action: Exhaust this card to look at another player's hand of action cards. Choose one of those cards and add it to your hand.
For any action or ability not listed here, consult the official rulebook.
5. Fim de Jogo e Pontuação
Because the excerpt does not specify the victory point thresholds, the end‑of‑game trigger, or the exact scoring categories, you must consult the official manual. Typically, the game ends when a player reaches the required number of victory points for the chosen victory condition or after the final round. Victory points are tallied from:
- Control of planets and systems.
- Completed goals and political actions.
- Technological advancements.
- Other faction‑specific bonuses.
For the precise scoring rules and victory conditions, please refer to the rulebook.
6. Dicas para Vencer
- Leverage Faction Abilities Early: Many factions have powerful early‑game effects (e.g., Bioplasmosis for rapid infantry repositioning or Voidwatch for resource denial). Use them to establish a foothold before the political phase locks in the game’s direction.
- Control Wormholes and Supernovas: Abilities like Wormhole Generator and Magmus Reactor allow you to move freely and gain production. Position your fleets to keep these critical points under your influence.
- Timing of Production: Cards such as Production Biomes and Mirror Computing can double your trade goods output. Coordinate these with your political actions to maximize influence and resource gains.
These tips are drawn directly from the abilities listed in the manual excerpt. For additional strategic advice, consult the full rulebook and strategy guides.
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