Professional Documents
Culture Documents
CC
Archon Ren 2 3 Nom R I T
d,a 1 SD 5 Ldrs Pds SD GF
Archon Tau 1 1 Nom R I T
Echo Pit
Pds SD GF
Teg'uran 2 0 R
1 1 1 D Cr Dr W Ca Fi
Torkan 0 3 Pds GF ST
Echo Pit
1 1 1 1
Garbozia 2 1 G Mirage 1 2 § F Primor 2 1 U
Supernova
3 M 2 6 CC
Dal Bootha 0 2 R MR 1 6 Malice 0 3
1 1 1 g,d 3 1 1 1
Xxehan 1 1 G Perimeter 2 2
Alpha
1
Centauri 1 2 Quann 2 1
Beta
1 1 3 1 1 2
El'Nath 2 0 B Thibah 1 1 § Gral 1 1 B
Beta
2 1
Abyz 3 0 Mellon 0 2 § Arinam 1 2 B
1 2 1 2 1 3 1
Fria 2 0 B Zohbat 3 1 B Meer 0 4
1 2 1 SD 2
Muaat 4 1 Darien 2 4
Asteriod
s,g,d SD 3 2 2 6 1 2 6 t SD
/dev/null
Bereg 3 1 R
1 4 SD 2
Litra Iv 2 3 G
The expanse Ion storm
SD 2
Sumerian 2 2 TG
CC 2 4
Arcturus 1 1
The Gap
2
Nom R I T S Jord 4 2
Pds SD GF 1 4 d,a,t SD 5
D Cr Dr W Ca Fi
Pds GF
1 1 1 2
Speaker
Turn 3 Chovesh 3 1 2 4 6 2
Turn 5 kruhland 2 1 2 8 7 1 2
Turn 6 Peet 3 1 3 27 3
Turn 7
Turn 8
PLANETES
PLANETES
7. Techno.
8. Buraucracy
SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP NOTES
CC
CC
ACTION
CARDS
ARDS
ACTION
ACTION
CARDS
CARDS
1 1 1 1 1 2 1 2 1 0 2 0
TOTAL =
1 1 1 2 1 2 2 1 3 2 1 2
TRADE
5 4 2 3 1 4
Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods
19
Antimass Antimass Hylar V Antimass Enviro Antimass
Enviro Enviro Automated defence turrets Cybernetics sarween tool Hylar V ACTIVE LAWS
Stasis Capsules Stasis Capsules Enviro Mark II carriers War sun XRD transporters Free Trade
MicroTech Bioptic recycles Antimass Hylar V Enviro Subsidized studies(blue)
XRD transporters Antimass
TECHNOLOGIES
TECHNOLOGIES
DISCARDED LAWS
Ancient artifact
Humane labour
Trade embargo
Redifining War crimes
Political Focus
Core Stability
Closing the wormholes
Minister of war
Patrol
OBJECTIVES
VP
0 1 0 0 1 0
1 1 Artifacts(1pt each)
Other
I Control MR 1VP
S STAGE 2 ST
it
1
# TG AC CC (16 max)
#
Plane VP MLT PWR
Tech
t x 40 <7 SA FS CP
9 4 2 1 3 1 0 30
6 3 2 2 4 3 1 30.5
5 3 2 1 7 0 0 24
7 2 1 2 0 3 0 0 33.5
5 4 2 1 4 2 0 35.5
7 3 2 1 2 2 0 42.5
DISCARDS
unexpected action
Rise of a messiah
Command summit
Flank Speed
De Cr Dr Ws Ca Fi GF SD PDS # # TG AC CC (16 max)
Round 0 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
Tzeen 0
markball 0
Chovesh 0
orc conquest 0
kruhland 0
Peet 0
0
Turn 1 Capha at 1,1 Mirage at 1,2 centauri/gril at 1,3 Mellon/Zohbat at 1,4 Thibah at 1,5 Garbozia at 1,6
Turn 2 starpoint Vega Arinam Meer Bereg/litra IV at 2,7 Abyz at 2,9 Hope's End at 2,11
Turn 3 Lazar Nebula at 2,12 Perimeter /dev/null Asteriod at 2,6 Dal Bootha
Turn 5 The Gap Tequ'ran The expanse Supernova at 3,10 Ion storm Echo Pit
Turn 5
Turn 5
Turn 5
Turn 5
Turn 5
Turn 5
Turn 1 T Arinam/Meer 120 S Assembly 159 T Bereg/litra IV 174 T Abyz/fria 179 T Vega system 180 S Tech 181
Turn 2 R Flip Darien 187 T Hope's End 188 R Jord 189 S Trade 192 T Mirage 212 T Capha 213
Turn 3 S Leadership 214 T HS 218 R Jord 219 T Muaat 223 S Vega system 224 T Starpoint 226
Unexpected action
Turn 4 T Quann 228 A S Production(HS) 237 PASS 247 T Primor 252 T Tequran/torkan 257
HS 232
Turn 5 T HS 258 T Lisis/velnor 259 T Arcturus 261 T Perimeter 264 PASS 265
3 2 3 5 1 1 5 3 1 1 3 2 0 22
2 1 1 8 1 1 6 3 1 1 3 2 1 17.5
1 3 5 7 1 4 2 1 3 5 4 0 20
2 4 4 9 1 4 2 2 2 3 3 0 24.5
2 1 1 4 6 1 3 3 1 1 2 3 3 0 26
1 1 2 9 2 5 2 2 2 2 3 0 24.5
Blue : growing / Red : decreasing
Turn 4 T HS 354 PASS 355 T HS 356 S Production 357 T HS 362 T Hope's End 365
Turn 7 PASS
Turn 8
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
1 4 2 3 7 2 1 9 4 2 1 3 1 0 30
2 1 3 16 3 1 6 3 2 2 4 3 1 30.5
3 1 2 4 6 2 5 3 2 1 7 0 0 24
2 1 3 6 13 2 7 2 1 2 0 3 0 0 33.5
2 1 2 8 7 1 2 5 4 2 1 4 2 0 35.5
3 1 3 27 3 7 3 2 1 2 2 0 42.5
Round
3
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
De Cr Dr Ws Ca Fi GF SD PDS TG AC CC
# #
Round 3 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
Turn 2
Turn 3
Turn 4
Round
5
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
Turn 7
Turn 8
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
De Cr Dr Ws Ca Fi GF SD PDS TG AC CC
# #
Round 5 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
Round
6
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
Turn 7
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Round
7
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
Turn 7
Turn 8
De Cr Dr Ws Ca Fi GF SD PDS # # TG AC CC
Round 7 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
0
0
0
0
0
0
Round
8
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Round 9
De Cr Dr Ws Ca Fi GF SD PDS # # TG AC CC
Round 9 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
0
0
0
0
0
0
Blue : growing / Red : decreasing
Round 10
Once per turn when moving, you may move ships from one system you control to another you control as if
both were adjacent. Ships using this movement must end their movement in a system you control.
Yssaril - Shuttle Logistics (3 resources):
At start of status phase, choose a system not containing enemy ships. Your GF in this system may move to
any friendly planet in same or adjacent system (that does not contain enemy ships).
Sardakk N'orr - Berserker Genome (5 resources):
Roll a die for each unit you lost at end of space combat round 1. If you roll at least one '10', your opponent
must take 2 additional casualties.
L1z1x - Dreadnought Invasion Pod (2 resources):
Dreadnoughts may carry one additional GF.
Mentak - Salvage Operations (4 resources):
Gain 2 TG at end of each space combat you participated in. If you won, you may build a ship in this system
that was destroyed in combat (you must pay for it) .
Hacan - Production Centers (3 resources):
As an action, spend 1 CC from Strategy Allocation area to gain 6 TG. You must then give 2 TG to any other
player. You may only do this once per turn, and only if you have fewer than 6 TG.
Xxcha - Diplomats (5 resources):
Once per turn when an enemy activates a system you control, you may spend 1 CC from Strategy
Allocation area to force him to instead place the CC into his reinforcements and immediately end his action.
Naalu - Telepathic Mind Weapon (5 resources):
When an opponent activates a system you control, he immediately loses one CC from ship supply.
Letnev - L4 Disruptors (6 resources):
You may use your race's special ability during Invasion Combat without paying any TG.
Sol - Mark II Advanced Carriers (4 resources):
Your Carriers now have a capacity of 8 and gain the "sustain damage" ability.
Saar - Floating Factory (3 resources):
Your Space Docks now have a production capacity of 5, movement of 2 and can support 5 fighters.
Yin - Fanaticism (4 resources):
You may use your race special ability twice at the start of each invasion combat.
Winnu - Bioptic Recyclers (3 resources):
As an action, discard an action card from your hand and receive 2 TG or one CC.
Muaat - Magmus Reactor (5 resources):
Your War Suns get +1 movement and cost 10 ressources.
+
Magen Defense Grid XRD Transporters Gen Synthesis
I
PDS Units at +1 GF +1 Combat,
Carriers +1
and Ground Units Destroyed Roll
Movement
With PDS +1 6+ Saved
Assault Cannon
+ + Neural Motiva
Draw Extra
Dreadnoughts Get Action Card
A Free Shot During Status
Before Combat Light Wave Deflector
Type IV Drive
Move through
+
Magen Defense Grid XRD Transporters Gen Synthesis
I
PDS Units at +1 GF +1 Combat,
Carriers +1
and Ground Units Destroyed Roll
Movement
With PDS +1 6+ Saved
Assault Cannon
+ + Neural Motiva
Draw Extra
Dreadnoughts Get Action Card
A Free Shot During Status
Before Combat Light Wave Deflector
Type IV Drive
Move through Cruisers and
Enemy Space
X-89 Bacterial Weapon Dreadnoughts +1
Movement
Dreadnought/War
Sun May Destroy
All Ground Force
Transit Diodes
Advanced Fighters
Move Up to Four Fighters
Ground Forces
Gravitation Negator Independent, +1
Hit, Move 2
Dreadnoughts
Bombard PDS,
Fighters Invade
Dacxive Animators
Roll for Each GF
Fleet Logistics Lost, 6+
Reinforces
Take Two
Tactical Actions
Enviro Compensator
Space Docks
Produce +1
Stasis Capsules
Cruisers &
Dreadnoughts
Carry 1 GF Sarween Tools
+1 Resource to
Build
Micro Technology
+1 Trade Good
+ for Active
Agreements
Integrated Economy
Place Units in
Adjacent System
Neural Motivator
Draw Extra
Action Card
During Status
+1 Trade Good
+ for Active
Agreements
Integrated Economy
Place Units in
Adjacent System
Neural Motivator
Draw Extra
Action Card
During Status
Unit Cost Mov Hit Max Special
Fighter ½ - 9+ ∞
GF ½ - 8+ ∞
Destroyer 1 2 9+ x8 Anti-fighter beam (2D10)
Cruiser 2 2 7+ x8
A) Choose one system containing a planet you control. Each opponent must place a
2. - Claim an empty planet adjacent to a system you control.
CC from his reinforcements.
DIPLOMACY II B) Execute this card's secondary ability without paying a CC or any influence. Cost = 1 CC & 3 influences.
- Build in one of your system (even activated) containing a SD with a bonus of 2 - Build up to 3 units in one of your system (even activated) containing a SD.
4.
resources. - Building doesn't activate the system.
PRODUCTION - Building doesn't activate the system. Cost = 1 CC.
- Choose a system to place the High Alert token. Your ships in this system gain +1 - Move up to 2 of your ships from unactivated systems into any adjacent system you
6. movement and +1 on space combat rolls. control.
WARFARE II - You may move the High Alert token with any ships that move out of the system. The - This does not activate the destination system(s).
token is removed at the start of the Status Phase Cost = 1 CC.
After selecting this card, reveal cards from the objective deck equal to the number of
bonus counters on this card.
8. - Receive 1 CC. - Draw 1 political card and 1 action card.
BUREAUCRACY - Draw the top 2 cards from the objective deck. Reveal one and place the other on Cost = 1 CC.
the top of the deck.
- You may immediately claim 1 public objective that you qualify for.
GENERAL GUIDELINES
- Basic rules of Twilight Imperium 3rd Edition and Twilight Imperium 3rd Edition FAQ are used, unless stated otherwise (see House
- The Game Master (GM) maintains the official count of all game variables, including, but not limited to, the game board, units, S
Bonus Counters), Command Counters, Planet Cards, Trade Cards, Trade Goods, Technology Advances, Action Cards, Politica
Public Objectives and Secret Objectives. The GM also keeps track of all deadlines.
- All players are encouraged to regularly check all publicly accessible information pertaining to the game. In case of discrepancies
the GM and ask to correct the mistake. Any problems arising from a player's failure to notice such discrepancies will not be cons
back up a game in case of irreversible negative consequences for the player(s) involved.
- The GM has final say on all issues.
Rules Clarifications
- The Hacan player can make trade agreements without the permission of the player activating Trade A, but must still have the perm
with whom he wants to make a trade agreement.
- If a player plays the Strategic Shift action card, no one can later take the excluded strategy card using the Strategic Flexibity action
- Q: Using Imperial secondary can a spacedock be built if the system already contains a spacedock? No
- Q: Can the extra resource from multiple spacedocks with Sarween Tools be combined to purchase one unit (eg two spacedocks b
Yes
- Q: Are fighters considered "ships" for the purposes of determining legal destination systems for In the Silence of Space? Yes
- Q: For elect two planet cards, does each player elect two planets or does each player vote for one planet and the highest and seco
chosen? Elect two planets, two highest voted planets are elected
- Q: For elect two planet cards, is the voting conducted simultaneously for both or are there two 'rounds' of voting, with the results fo
resolved before the votes for planet #2 are cast? 1 round of voting, elect two planets at once
- Q: When does the effect of Skilled Retreat happen in relation to other pre-combat effects? Handled same as Naalu retreat ability
- Q: While moving carriers between the two systems with a Transfer Action, can fighters be temporarily without support? No
- Q: If both sides have the same combat pre-fire (eg Assault Cannon) who takes casualties first? Simultaneous casualties
- Q: Can Jol-Nar reroll Ancient Artifact if they activated Political? No
- Q: Can Experimental Battlestation be played on another player's spacedock? No
- Q: How long does the effect of Diplomatic Immunity last? Until the end of round
- Q: In a fleet of carriers (or Warsuns or Cruiser/Dreadnaughts with Stasis Capsules) should each carrier's individual load be tracked
there are more then one kind of units being carried
If there are issues about a ruling the gm is willing to discuss them. He will write FFG if there can be no normal resolution and wait fo
In all other cases, GM will use TI3 FAQ as basis for rulings not covered by standard rules and errata.
6
28
5
25
4 Tzeen
23
markball
3
Chovesh
20
orc conquest
2
kruhland
18
Peet
Unit Strenght
1
15
0
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 13
10
Victory Points 10
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
Tzeen 0 0 8
markball 0 1
Chovesh 0 0
5
orc conquest 0 0
kruhland 0 0
3
Peet 0 0
0
10 Colu Colu Colu Colu
9 mn mn P mn mn
8 O Q R
7
Tzeen
6
markball
5
Chovesh
4 orc conquest
3 kruhland
2 Peet
1
0
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd
10
nght
Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
Tzeen
markball
Chovesh
orc conquest
kruhland
Peet
Colu Colu Colu Colu Colu Colu Colu Colu Colu Colu Colu
mn mn P mn mn mn S mn T mn mn V mn mn X mn Y
O Q R U W
Race Username First Name Email Time Zone
Tzeen GMT + 2
Xxcha Øyvind Oyvind.krusedokken@hio.no
Muaat kruhland
kevinkruhland@hotmail.com