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Twilight Imperium Manual For 4th Edition
Twilight Imperium Manual For 4th Edition
My people, the Winnarans, have kept this city safe for more
than three thousand years. Ever since the time of the Great
Scourge, we have been the caretakers of the Imperial Throne,
the Imperial Records, and the Galactic Council here on
Mecatol Rex. We have indeed been faithful to the promise
that we made to the last Emperor.
This is why I have contacted you. I will seek to give you a brief
yet true summary of the recent history of our galaxy. I give this
to you because I know that you will spread this knowledge far
and wide. As we enter the dangerous years before us, I fear
that the galaxy shall have great need of the past.
2
Yet, as the years passed, discoveries of new civilizations and As civilization fought civilization—as a thousand territorial
planetary systems slowed. Little by little, the mood of the disputes erupted over a few years—the Lazax desperately
Empire changed as technological and intellectual growth sought to hold together their crumbling Empire. Imperial
abated. Craving constant advancement, the Great Races fleets fought across the galaxy, but their power was ultimately
began to look to the power of the Lazax and the resources stretched too thin. In the seventy-third year of the war, an
of their neighbors. Greed and ambition grew in the hearts alliance of Sol, Jol-Nar, and Hacan launched a surprise
of statesmen and councilors. The once-noble spirit of the attack on Mecatol Rex itself. The last Lazax Emperor and his
Empire turned suspicious and fearful. It is during this time entire family were killed during the first Sol bombardments,
that the first conflicts between the Great Races are recorded and no successor was named.
in the Imperial Chronicle. The Galactic Council became a
seedbed of intrigue, and the turmoil ushered in a time of spies Of all the planets in the galaxy, no planet was more war-
and assassins. First in secret, and later in public, the Great torn than Mecatol Rex. Over the course of only a few years,
Races began to build their fleets and armies. Many embarked the planet’s ecology was ravaged by bombardments, its
on territorial expansion that extended beyond their original population nearly wiped out, and its green fields blasted into
charter. Border strife and resource disputes proliferated, a toxic wasteland.
gnawing at the very foundations of the Empire. This was a
After the death of the Emperor and the loss of the throne-
time of growing darkness known now as the Age of Dusk.
world, Imperial control collapsed. The Lazax became hunted
Throughout most of this age, the Lazax still held authority across the galaxy in the vengeful wave of murder that is
without question. Except for a few minor and unsuccessful known now as the Great Scourge. Lasting only twenty years,
rebellions, few dared to openly challenge the Emperors. the scourge resulted in the near-complete annihilation of the
Blinded by millennia of unchallenged rule, the Lazax could Lazax race. Until recently, no Lazax had been seen in the
not perceive the mounting ambition and discontent that grew galaxy for more than three thousand years.
around them. As centuries passed, tensions between the Great
The Twilight Wars continued for centuries, but no race
Races grew deeper, and so did their desire for power and
was powerful enough to seize the throne and risk suffering
control. In the end, hatred was their only common ground:
a similar fate as the Emperor. Slowly, the strength of great
hatred for the Lazax, Imperial rule, and for the benevolent
civilizations failed as their economies crumbled and as
arrogance of the emperors.
knowledge and technology was lost in the destruction and
A small affair near the Quann Wormhole was the spark that strain of long war.
would set the galaxy aflame.
And so the Age of Twilight ended in a slow whisper. The time
Protesting Imperial trade oversight, the Baron of Letnev that followed, now known as the Dark Years, was a period
began a blockade of traffic through the Quann Wormhole. of economic, cultural, and intellectual collapse. The Great
Because the prickly Letnev had often been troublesome, an Races retreated into their own small, safe areas of space,
unconcerned and unhurried Emperor sought to solve the abandoning what they could no longer hold by force. After
conflict through the Galactic Council. several millennia, the Dark Years came to an end, and a calm
but uncertain period of rebuilding began.
However, the blockade obstructed significant Sol trading
activities and prevented vital supplies from reaching a As I write this, the Great Races of the galaxy have regained
handful of Sol colonies that soon were struck by famine and elements of their former strength. Here on Mecatol Rex, the
disease. After nearly eight months of fruitless debate in the Galactic Council is growing in influence once more, while
Galactic Council, the patience of the Sol Federation ran dry. civilizations new and old, are re-colonizing the neighboring
Without warning, the blockading Letnev ships were attacked systems abandoned during the Dark Years.
and annihilated by a Sol task force acting without Imperial
Signs of great change are everywhere. This year, as if
mandate, and the Quann Passage was reopened.
walking out of ancient prophecy, the Lazax returned from the
Angered by the unilateral militancy of both Letnev and Sol, darkness of history in a foreboding cybernetic form. To me,
the Emperor attempted to consolidate his control by issuing their coming is like the first wind of a terrible storm. I feel
the Maandu Edict: a rule which would place all warships as if the galaxy is waking—as if an ancient beast stirs from
under direct Imperial supervision. slumber in a dark cave.
The Maandu Edict was the stone that shattered the brittle The day will soon come when a new Empire will rise. For the
Empire. The Letnev, Sol, and Jol-Nar civilizations announced sake of all, may the new Emperor have not only the power to
their immediate withdrawal from the Council, drawing the seize the throne, but the strength to conquer the peace.
galaxy into civil war. The Quann Conflict marks the beginning
If not, I fear that a sea of desolation will drown us all.
of the Age of Twilight.
3
OBJECT OF THE GAME
Throughout a game of Twilight Imperium, players will barter, plot, and wage war upon one another to complete objectives. The first
player to accumulate 10 victory points claims the Imperial Throne and wins the game.
COMPONENTS
THE FEDERATION OF SOL
TYPES OF ACTIONS
✦Strategic Action
Nestled in the third orbit of the Sol system lies Jord, the ✦ Tactical Action
GENESIS
SOL FLAGSHIP
THE FEDERATION OF SOL
ancestral home of the human race. Few planets can rival Jord’s
diversity of climates, seasons, and ecology. Much of this wealth
is attributed to its enormous moon, which causes dramatic tidal
TACTIC
✦Component Action
QUICK REFERENCE
mass-drive, Ihumans have left Jord to explore, and they con- ACTION: Spend 1 token from your strategy pool ii) Commit Ground Forces
WAR SUN CRUISER ii) Space Cannon Offense
to place 2 infantry from your reinforcements on iii) Space Cannon Defense
tinue to explore, the distant corners of space. Humans can be House of Industry. The four governing bodies of the Federa-
UPGRADE
3) Space Combat
1 planet you control. v) Ground Combat
found in all corners of the galaxy and seem to demonstrate the tion are all centrally located in the massive metropolis of New i) Anti-Fighter Barrage
vi) Establish Control
UPGRADE
QUICK REFERENCE
ii) Commit Ground Forces 4) Remove Command Tokens
that it has been the diversified skills of the human race that knows that the balance of power is shifting and that the uni- iii) Space Cannon Defense 5) Gain and Redistribute Tokens
COST COMBAT MOVE CAPACITY has beenCOMBAT
COST the determining
MOVE factor in avoiding annihilation or
CAPACITY verse will soon once again be governed under one empire. The v) Ground Combat 6) Ready Cards
extinction. High Minister will make sure that his Federation will prevail vi) Establish Control 7) Repair Units
5) Production
Of the untold billions of humans that dwell across the gal- during the coming power struggle and inevitable war. Already STRATEGY 8) Return Strategy Cards
DREADNOUGHT I axy, all of whose Iancestors once migrated from the SolPDS
DESTROYER system,
I the Sol fleet awaits his command to strike nearby systems. STATUS PHASE ANOMALIES
most feel no allegiance or kinship to the Sol Federation or the Soon the human destiny will be fulfilled, and the distant suns 1) Score Objectives Asteroid Field
2) Reveal Public Objective • Ships Cannot Move Through or Into
humans of Jord. Some feel a traditional friendship, while a few theirs to command.
UPGRADE
TRADE GOODS
Nebula
remain loyal to Sol and its policies. Being the last civilization to
COMMODITIES
UPGRADE
be admitted into the imperial council, it is ironic that Sol was 5) Gain and Redistribute Tokens • Ships In Nebula Move Set to 1
the first to openly declare war against the failing empire. It was 6) Ready Cards • +1 Combat Die Results to
✦ SUSTAIN DAMAGE ✦ BOMBARDMENT 5 ✦ ANTI-FIGHTER BARRAGE 9 (X2)
7) Repair Units Defender Within Nebula
a Sol fleet that fired the first shot at the Letnev blockade of the
4
8) Return Strategy Cards
STRATEGY
4 5 1 1 1 9 2
Supernova
Quann wormhole, escalating the minor conflict into the full • Ships Cannot Move Through or Into
ANOMALIES
scale galactic war known as the Twilight Wars. ✦ PLANETARY SHIELD ✦ SPACE CANNON 6 Gravity Rift
COST COMBAT MOVE CAPACITY COST COMBAT Asteroid Field
The Sol FederationMOVE
of Nations is governed by the bi-annually • Ships Cannot Move Through or Into
• Each Ship Moving Through or Out
elected High Minister, who has the executive control of the of Applies +1 Move and Rolls 1 die;
TRADE GOODS
Nebula
STARTING TECHNOLOGY STARTING UNITS Unit is Destroyed on Result of 1–3.
economy, budget, and Sol military. The executive powers of the • Ships Cannot Move Through
✦✧ Neural Motivator ADVANCED CARRIER
✦✧ 2 carriers I
✦✧ 5 infantry FIGHTER
High Minister I are held in check by three distinct governing SPEC OPS I SPACE DOCK I • Ships In Nebula Move Set to 1
✦✧ Antimass Deflectors ✦✧ 1 destroyer
SOL CARRIER ✦✧ 1 space dock SOL INFANTRY • +1 Combat Die Results to
houses: The House of Law, The House of the People, and The This unit’s PRODUCTION value is equal to 2 Defender Within Nebula
✦✧ 3 fighters
more than the resource value of this planet. Supernova
• Ships Cannot Move Through or Into
Up to 3 fighters in this system do not count
UPGRADE
UPGRADE
UPGRADE
UPGRADE
Gravity Rift
against your ships’ capacity.
• Each Ship Moving Through or Out
of Applies +1 Move and Rolls 1 die;
Unit is Destroyed on Result of 1–3.
3 9 1 6 1 9 - 1 7 ✦ PRODUCTION X
COST COMBAT MOVE CAPACITY COST COMBAT MOVE COST COMBAT
NOL
OGY 7
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59 Planet Cards 40 Objective Cards 80 Action Cards 50 Agenda Cards 41 Promissory Note Cards
SPEAKER 2 6 3
COST
COMBAT
MOVE
1
CAPACITY
1 Speaker Token 122 Technology Cards 62 Unit Upgrade 2 Creuss Alpha/Beta 1 Naalu “0” Token
Technology Cards Wormhole Tokens
1 Custodians Token 2 Nekro X/Y 272 Command 289 Control 48 Trade Good and 49 Infantry Tokens 49 Fighter Tokens
Assimilator Tokens Tokens Tokens Commodity Tokens
(Double-Sided)
4
USING THIS KEY CONCEPT:
BOOKLET SYSTEMS AND PLANETS
The game board for Twilight Imperium is formed using
The purpose of this booklet is to teach new players modular system tiles. Each tile represents a single system
how to play Twilight Imperium. It is recommended in the galaxy, which may contain one or more planets or
that players read this booklet in its entirety before other celestial bodies.
playing for the first time.
Placing Units on System Tiles
This game also includes a Rules Reference, which When a unit is placed in a system, it is placed in one of
describes detailed rules and exceptions that are two areas on the tile. Structures and ground forces are
omitted from this booklet. As questions arise during usually placed on planets, while ships are placed in
the game, players should consult the Rules Reference space—the star-filled area surrounding the planets.
rather than this booklet.
Ground Forces to acquire new units and Influence Populated by small arboreal villages,
Ground forces represent foot soldiers. technologies. Players spend this planet’s only true urban center is
the royal city of Kklaj. The Xxcha home
world and home to the renowned
Players use these units to invade planets influence to gain command library of Xuun.
Reinforcements
A player’s personal supply of unused units and unused
command tokens is his reinforcements. When
producing units and gaining command tokens during
the game, players will take those components from their Control Token
reinforcements.
5
FIRST-GAME SETUP
When playing for the first time, players perform the following
steps to set up the game. Some components are not used during the
first game, and are explained in detail at the end of this booklet.
1. DETERMINE SPEAKER: Randomly determine one player to
SPEAKER
take the speaker token. This player is the speaker and will go
first when the game begins.
✦ SUSTAIN DAMAGE ✦ SPACE CANNON 5 (X3) “To fight without cause is not the way, human.
as well as abilities unique to the faction itself. Gather the WAR SUN CRUISER I
PEACE ACCORDS
After you resolve the primary or secondary
ability of the “Diplomacy” strategy card, you
UPGRADE
may gain control of 1 planet other than Mecatol
UPGRADE
system that is adjacent to a planet you control.
- - - - 2 7 2 -
agenda and reveal 1 agenda from the top of the
deck. Players vote on this agenda instead.
UPGRADE
COMMODITIES
The Federation of Sol The Sardakk N’orr
UPGRADE
UPGRADE
✦ SUSTAIN DAMAGE ✦ BOMBARDMENT 5 ✦ ANTI-FIGHTER BARRAGE 9 (X2)
4
COST
5
COMBAT
1
MOVE
1
CAPACITY
1
COST
9
COMBAT
2
MOVE
✦ PLANETARY SHIELD ✦ SPACE CANNON 6
4
The Emirates of Hacan The Universities of Jol-Nar CARRIER I FIGHTER I INFANTRY I SPACE DOCK I
This unit’s PRODUCTION value is equal to 2
more than the resource value of this planet.
UPGRADE
UPGRADE
UPGRADE
UPGRADE
The speaker deals one random faction sheet from the list
against your ships’ capacity.
3 9 1 4 1 9 - 1 8
above to each player.
✦ PRODUCTION X
COST COMBAT MOVE CAPACITY COST COMBAT MOVE COST COMBAT
✦✦ 16 command tokens
✦✦ 2 technology cards
4. CHOOSE COLOR: Each player chooses a color and takes the TYPES OF ACTIONS
✦Strategic Action
✦✦ 59 plastic units
iii) Make Combat Rolls
iv) Assign Hits
v) Retreat FLEET
4) Invasion
i) Bombardment
QUICK REFERENCE
✦✦ 1 command sheet
5) Production
STATUS PHASE
1) Score Objectives
LIGH 2) Reveal Public Objective
T/ W 3) Draw Action Cards
AVE 4) Remove Command Tokens
Your DEF 5) Gain and Redistribute Tokens
ships LECTO
✦✦ 25 technology cards
6) Ready Cards
cont
ain ot can mov R 7) Repair Units
Nebula
PRODUCTION, reduce the
combined cost of • Ships Cannot Move Through
the produced units by 1. • Ships In Nebula Move Set to 1
• +1 Combat Die Results to
Each player slides the edge of his command sheet under his
Defender Within Nebula
Supernova
• Ships Cannot Move Through or Into
Gravity Rift
• Each Ship Moving Through or Out
of Applies +1 Move and Rolls 1 die;
Unit is Destroyed on Result of 1–3.
6
6. CREATE GAME BOARD: Players create the game board using
the diagram that corresponds to the number of players shown
on page 22. Experienced players create a custom game
board at the start of each game, as explained later.
7. PLACE CUSTODIANS TOKEN: Place the custodians token in 1
6 MECATOL REX
9. CREATE SUPPLY: Create separate piles near the game board THE XXCHA KINGDOM
for trade good, infantry, and fighter tokens.
Even the oldest annals recognize the ancient kingdom of the rep-
tilian Xxcha as the first of the great interstellar civilizations. Nestled
in the middle of a wealthy section of space, the Xxcha twin planets of
Archon Ren and Archon Tau lie bathed in the gentle light of the Xxlak
star. While the Xxcha still call the two planets “twins,” an outsider will
instantly notice that the grayish and shadowy Archon Tau in no way
resembles the brilliant, healthy green of Archon Ren.
Throughout the tenure of the lost Lazax Imperium, the Xxcha
were the most peaceful, docile, and content of the major civilizations. XXLAK SYSTEM
They did not, unlike the other races, scheme for power and territory Slow to anger, and politica
✧✧ Population 8.16 billion nature, many have mistak
during the Age of Dusk. Unlike the Lazax, the Xxcha elders did see ✧✧ Government Monarchy Xxcha’s commitment to pe
the growing threat to the galaxy. They fruitlessly sought to warn the ✧✧ Leadership Ccrysus weakness, only to uncover
Lazax of their peril, and struggled to bring dialogue to the increasing ✧✧ Disposition Diplomatic warriors beneath the Xxch
racial factionalism. A powerful Lazax councilor by the name of Ibna ✧✧ Tendencies Political tranquil veneer.
8 E Vel
6
Syd listened to the Xxcha
CONSTRUCTION DIP warning, but even he could not sway
4
10. GATHER STRATEGY CARDS: Place each of the eight
WARF AR
the false sense of safety felt byLO theMemperor.
ACY Then, disaster struck. The
IM P ERIA
L
Y:
obO
LO
ct ive G
PRIMY ARY ABIL ITY:
TRADE 7 tokensQuann crisis
PRIMARY ABILITY:
POL erupted
5
ITICSinto
PRsudden
IMAR war,Land the Letnev, led by the Baron
Y AB EA
2 in a myriad of arboreal villages and towns. The only true metrop
3
and
CblHicN
IT je
: DE system in conquest. The
1 of your comm ILITY
ABIL TE ✦ Remove game board; then, gain Dazplanet Arrokan
✦ Place I, movedon towards
✦aChoose the rich Xxcha is the giant city of Kklaj, found on the planet’s southern hemisph
1 PDS or 1 space dock
RS
of the speaker.
M hn
✦
players use the each exhsystem. The 3 1 co s in the
am
ou
kens
.
secr
et ob 1 tec players. Those a Letnev-supervised ✦ Draw 2 action autonomy
strategy contro austed on
cards.
l in tha planet you
Archon
infln, rea mm
ue ncdy an nt Ren.
of The Xxcha, never The Xxcha are an inherently peaceful, slow, and thoughtful peo
secondary ability of this ✦ Look t e sp d toke influe
card without fools, a were aware
SECONDARY
spending of the nature
at the top 2 cards
ABILITY: of the oftem
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. promises
ent. n fo and
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nc They hold their nobles and town elders in deep respect. A comm
IT Y: ARY ABILITY:token.
command
agenda deck. SEPlace
CO each ery
ABIL SECOND the arrangement.
✦ Place 1 tokenon from The
your
the top agreement
or bottom
NDAR card
would only last as long as the Barony pastime of Xxcha males and females alike is to debate meaning a
RY your from your strategy pooldeck ✦ Spend of the Y ABILITY
NDA d 1 token
: to use the in in
anyany order.
SECO 1 token to draw
from 1 ✦ Spen ILITY
strategy poolSECOND
wassystem;
ABILITY: occupied
you mayin placewarstraelsewhere.
1 tokSenECfro In time, : the Xxcha knew, the Letnev origin while smoking gerr root on long-stemmed pipes. The jung
Y AB y of ARY tegy ON m you
end ol . CONDAR PROD UCTION abilit s either 1 space dock or up to 2 poo l to rea DA r
✦ Sp rategy pojective SE from your would
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✦ Spend return
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en ofdy theirRY prize and enslave them. It was
AB
and lakes of Archon Ren are surprisingly free from the invasive inse
token 1 ol of and space to
1 PDS on a planet ABILI of intedd any ILIT
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control that first
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Y: Xxcha started to create that so often make forest and jungle planets unbearable.
secr ✦ Sp strategy in earch replenish commodities.
Spend 1 token 1
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your rces to res strategy pool for an gain
ou
4 res ology. their first2weaponsaction cards. and train
to draw sp evertheir d to first
ent. y 3 in ken
armies. In secret deep groves Although the Xxcha still believe in the doctrine of peace and ne
hn flue
1 tec tiation, they will never again bend to foreign invasion. Travelers to
and in hidden vales, the Xxcha kingncsadly e watched his people develop
into warriors. Xxlak system will often notice impressive sentinel Xxcha superdre
Less than a decade after the occupation of Archon Tau, the Letnev noughts and the distinctive Xxlun fighters in intense naval exerci
fleet suffered a stunning defeat against Sol in the Gral system. Only a Although the typical Xxcha may seem slow and encumbered b
few cycles after the battle, the Sol Phoenix fleet entered the Xxlak sys- heavy reptilian bodily weight, when roused, the Xxcha are surprisin
tem and engaged the heavily fortified Letnev positions on Archon Tau. strong and fast.
The ensuing bombardments and battles lasted for almost two years. In The pale shadow of Archon Tau hangs like a scar in the Xxcha sk
near his faction sheet and the starting units in his home
✦ SUSTAIN DAMAGE ✦ SPACE CANNON 5 (X3) “To fight without
✦Componentcause is Action
not the way, human.
Curb your anger. Let us walk through the
THE TACTICAL ACTION TACTIC
8 7 1 3 gardens and consider how to proceed.”
1) Activation
—Elder Qanoj
2) Movement
COST COMBAT MOVE CAPACITY i) Move Ships
ii) Space Cannon Offense
Announce Retreats
may gain iii)control of 1 planet
Make Combat other than Mecatol
Rolls
MAGEN DEFENSE GRID Rex that does not contain any units and is in a
UPGRADE
QUICK REFERENCE
contains 1 or more of your units that have ii) Commit
token from Ground
your strategy Forces
pool to discard that
PLANETARY SHIELD; your opponent cannot agenda iii)
andSpace
revealCannon Defense
- - - - 2 7 2 -
1 agenda from the top of the
make combat rolls during this combat v) Ground
deck. Players Combat
vote on this agenda instead.
round. vi) Establish Control
COST COMBAT MOVE CAPACITY COST COMBAT MOVE CAPACITY
ARCHON REN
3
STATUS PHASE
1) Score Objectives
DREADNOUGHT I DESTROYER I PDS I
2) Reveal Public Objective
2 3) Draw Action Cards
4) Remove Command Tokens
UPGRADE
COMMODITIES
6) Ready Cards
UPGRADE
UPGRADE
7) Repair Units
✦ SUSTAIN DAMAGE ✦ BOMBARDMENT 5 ✦ ANTI-FIGHTER BARRAGE 9 (X2)
8) Return Strategy Cards
STRATEGY
TRADE GOODS
Nebula
• Ships Cannot Move Through
• Ships In Nebula Move Set to 1
1 Gravity
Up to 3
• Ships Cannot Move Through or Into
Rift
fighters in this system do not count
UPGRADE
UPGRADE
UPGRADE
UPGRADE
against• your
Eachships’ capacity.Through or Out
Ship Moving
3 9 1 4 1 9 - 1 8 ✦ PRODUCTION X
COST COMBAT MOVE CAPACITY COST COMBAT MOVE COST COMBAT
ii. Place the victory point track near the game board with 1
VICTORY POINT
1
VICTORY POINT
its 0–10 side faceup. Then, each player places one of his
control tokens on space “0” of the track. C
THEONTR
STAT
RE OL
US
GIO
N
PH
AS
E
the deck and places them facedown in a row above the VICT
1
victory point track. Then, he draws five stage II objective
ORY
PO
INT
cards from the deck and places them facedown in a row Secret Objective
below the victory point track.
iv. The speaker reveals the first two stage I objectives.
7
PLAYING STRATEGY PHASE
During the strategy phase, players take turns selecting a
THE GAME strategy card that provides them with a unique action they can
use during the action phase. First-time players may not know
Twilight Imperium is played over a series of game rounds, each which strategy card to choose and should consult the strategy
of which contains the following four phases that players must card overviews at the bottom of this page and the next.
resolve in order. Beginning with the speaker and continuing clockwise, each
1. STRATEGY PHASE: During this phase, each player chooses player chooses one of the strategy cards from the common play
a strategy card. These cards provide players with powerful area and places it faceup near his faction sheet. After a player
abilities to use during the action phase. Each card also has a chooses a strategy card, it is not available for other players
number that determines turn order for the game round. during this game round.
2. ACTION PHASE: During this phase, the majority of the Each strategy card has a number between “1” and “8” in the
game’s action occurs. This includes moving units, producing upper-right corner. During the action phase, players take turns in
units, resolving combat, and using strategy cards. order according to the number printed on their chosen strategy
card, starting with “1.” This is called initiative order.
3. STATUS PHASE: During this phase, players perform
cleanup steps in preparation for the next game round. After each player has chosen a strategy card, the speaker places
one trade good on each strategy card that was not chosen. During
4. AGENDA PHASE: During this phase, players vote on future strategy phases, when a player chooses a strategy card that
political agendas, which can have lasting ramifications in the has one or more trade goods on it, he gains those trade goods.
game. The agenda phase is added to the game after a player
gains control of Mecatol Rex.
1. Leadership: A player might choose this card to gain 3. Politics: A player might choose this card to draw
more command tokens, enabling him to perform action cards, increasing the variety of abilities that are
more actions during the action phase. available to him.
2. Diplomacy: A player might choose this card if he feels 4. Construction: A player might choose this card to
threatened, to prevent other players from attacking produce planetary structures, such as space docks
his system. and PDS units.
8
To understand a tactical action, players need to understand many
ACTION PHASE other game concepts, such as movement and combat. For this
The action phase is the main phase of the game, during which reason, the steps of a tactical action are summarized below, but
players produce units, move ships, enact strategies, and interact are not described in detail until later.
with other players.
1. ACTIVATION: The active player must activate a system by
During the action phase, players take turns in initiative order. taking a command token from his tactic pool and placing it in
While a player is taking a turn, he is the active player, and that system.
he can perform one action. After each player has taken a turn,
2. MOVEMENT: The active player may move ships into a
player turns begin again in initiative order. Initiative order
system from any number of other systems. Ships can also
may repeat in this manner several times within a single action
transport ground forces from one system to another.
phase. The action phase does not end until each player has
passed (see below). 3. SPACE COMBAT: If multiple players have ships in the active
system, they resolve a space combat.
There are three types of actions: tactical actions, strategic
actions, and component actions. They are described in 4. INVASION: The active player may commit ground forces
detail later. to land on planets in the active system. If another player
has units on those planets, the players resolve a ground
If a player does not wish to perform an action during his turn,
combat.
he may pass. After a player passes, his turn is skipped for the
remainder of the action phase. A player cannot pass until he 5. PRODUCTION: If the active player has a space dock in the
has performed his strategic action, which is explained later. active system, he can produce units by spending resources.
After each player has passed, the game round continues to
the status phase. A player might not resolve all of the above steps during every
tactical action. For example, a player may choose not to move
TACTICAL ACTION units during the “Movement” step but may still produce units
during the “Production” step.
A tactical action allows a player to move ships, initiate combat,
invade planets, produce units, and otherwise interact with the
game board.
5. Trade: A player might choose this card to gain trade 7. Technology: A player might choose this card to
goods and commodities, which he could use to research a new technology that would grant him a
produce additional units or trade to other players. new ability or unit upgrade.
6. Warfare: A player might choose this card to allow 8. Imperial: A player might choose this card to draw an
some of his ships to move twice, or to build a unit and additional secret objective, granting him additional
move it during the same game round. routes to victory.
9
STRATEGIC ACTION
Each strategy card has both a primary ability and a KEY CONCEPT:
secondary ability.
COMMAND SHEET
When a player performs a strategic action, he resolves the Successfully navigating the action phase in Twilight
primary ability of his strategy card. After resolving this ability, Imperium requires careful management of command
each other player may resolve the secondary ability of that tokens. When a player gains a command token, he places
strategy card. The active player cannot resolve the secondary it in any one of three pools: the tactic pool, the fleet
ability of his own strategy card. pool, or the strategy pool.
SECONDARY ABILITY:
✦ Spend 1 token from your
strategy pool to ready
up to 2 exhausted
planets.
A player cannot pass during the action phase unless his strategy
card is exhausted. This means that each player must perform a
strategic action at some point during the action phase, which
guarantees that each other player has an opportunity to resolve
the secondary ability of that strategy card. A player who has
TACTIC POOL
passed during the action phase can still resolve the secondary During the action phase, players may spend command
ability of other players’ strategy cards. tokens from their tactic pool to perform tactical actions.
ORBITAL DROP
ACTION: Spend 1 token from your strategy pool
STRATEGY POOL
Another quake shook the planet,
and a wave of dirt and rock rose up
to place 2 infantry from your reinforcements on
1 planet you control.
Most of the secondary abilities on strategy cards require a
player to spend a token from his strategy pool to resolve
to swallow the Tekklar legion.
UPGRADE
VERSATILE
When you gain command tokens during the
UPGRADE
E 9 (X2)
2
MOVE
✦ PLANETARY SHIELD ✦ SPACE CANNON 6
4
SPEC OPS I SPACE DOCK I
10 SOL INFANTRY
This unit’s PRODUCTION value is equal to 2
more than the resource value of this planet.
E
7. REPAIR UNITS: Some units may have been turned on their
STATUS PHASE side during the action phase to mark that they have been
During the status phase, players perform various upkeep tasks, damaged. Players repair these units during this step by turning
including repairing units and scoring objectives. To resolve the them upright. This is described in detail later.
status phase, players perform the following steps in order:
8. RETURN STRATEGY CARDS: Each player returns his
1. SCORE OBJECTIVES: In initiative order, each player may strategy card to the common play area. Then, if the
score up to one public and one secret objective if he fulfills custodians token is no longer on Mecatol Rex (the planet in
those cards’ requirements. This is the main way in which the center of the game board) the game round continues to
players gain the victory points they need to win the game. the agenda phase. Otherwise, a new game round begins with
Objectives are described in detail later. the strategy phase.
2. REVEAL PUBLIC OBJECTIVE: The speaker flips the next
unrevealed public objective card faceup. The first stage II
objective is not revealed until all stage I objectives have
been revealed.
3. DRAW ACTION CARDS: Each player draws one card from
the top of the action card deck.
1
6 MECATOL REX
4. REMOVE COMMAND TOKENS: Each player removes all of The custodians token If there is no custodians
indicates that players begin a token, players proceed to
his command tokens from the game board and returns them new game round. the agenda phase.
to his reinforcements.
5. GAIN AND REDISTRIBUTE COMMAND TOKENS: Each AGENDA PHASE
player gains two command tokens from his reinforcements. After the custodians token has been removed from Mecatol Rex,
Then, he may redistribute any of the command tokens on his a new phase is added to each round for the remainder of the
command sheet by moving them between his tactic, fleet, and game: the agenda phase.
strategy pools.
During this phase, the galactic council convenes to discuss
6. READY CARDS: Each player readies all of his exhausted issues that affect the entire galaxy. Players vote for outcomes
cards, including planet, technology, and strategy cards. on two agendas, establishing laws and policies that have lasting
repercussions.
Voting on agendas is described in detail later.
KEY CONCEPT: READIED After resolving this phase, a new game round begins with the
AND EXHAUSTED CARDS strategy phase.
Many cards have a readied and an exhausted state. An
exhausted card is flipped facedown, indicating that the
values and abilities on the front of the card cannot be used.
During the status phase, all exhausted cards are readied. A
readied card is flipped faceup, indicating that the values
and abilities on the front of the card can be used.
2
4 2
JORD
4
Distinctly seasonal, with the largest JORD
variety of climates and ecologies
in the galaxy. The Federation of Sol
rules the Jord humans from the great
metropolis of New Moscow.
11
WINNING
If an objective’s timing specifies “Action Phase,” a player can
score it during the action phase immediately after he fulfills its
requirements.
uence.
Spend 16 infl
12
THE TACTICAL 2. MOVEMENT
ACTION During the movement step of a tactical action, the active player
may choose to move some of his units into the active system.
This section contains detailed rules for performing a tactical Each ship has a move value printed on its faction sheet. This
action. To perform a tactical action, players follow these steps value indicates how far that ship can travel to reach the active
in order: system. For example, a ship with a move value of “1” can only
move to adjacent systems.
1. ACTIVATION
2. MOVEMENT To resolve this step, the player chooses any of his units that can
move into the active system and places them in that system.
3. SPACE COMBAT
When moving a ship, a player must obey the following rules:
4. INVASION
✦✦ A ship must end its movement in the active system.
5. PRODUCTION
✦✦ A ship cannot pass through a system that contains another
These steps are described in detail in the following sections:
player’s ships, excluding fighters.
1. ACTIVATION ✦✦ A player cannot move units out of a system that contains one
of his command tokens.
The active player must choose one system that he would like to
make the focus of his tactical action. He activates that system Some ships have a capacity value printed on their faction sheets.
by taking a command token from his tactic pool and placing it on When such a ship moves, it may transport a number of
that system. That system is the active system for the remainder fighters and ground forces, in any combination, up to the ship’s
of the tactical action. A player cannot activate a system that capacity value. Transported ground forces and fighters move to
already contains one of his command tokens, but he may activate the active system along with the ship that is transporting them.
a system that contains other players’ command tokens. A player These units must remain with the ship in the space area, though
also cannot activate a system if he does not have any command ground forces may be able to land on planets during the invasion
tokens in his tactic pool. step. The active player’s ships may also pick up and transport
ground forces and fighters from systems that they pass through
that do not contain any of their command tokens.
MOVEMENT EXAMPLE
NEW ALBION
The Xxcha player activates the Wellon
1
1 system [1]. He intends to move his
1 carrier into that system along with
2 two infantry and two fighters [2].
27
LONCARA SSODU His
THE carrier
XXCHAcan KINGDOM
move to the system
because it has a move of “1” [3]. It can
XXCHA FLAGSHIP
✦ SUSTAIN DAMAGE ✦ SPACE CANNON 5 (X3) also transport the infantry and fighters “To fight without cause is not the way, human.
4
Curb your anger. Let us walk through the
50
19
may gain control of 1 planet other than Mecatol
Rex that does not contain any units and is in a
UPGRADE
QUASH
1
You cannot produce this unit unless
you own its unit upgrade technology. When an agenda is revealed, you may spend 1
2
enough to reach the active system.
token from your strategy pool to discard that
6
WELLON
- - - - 2 7 2 -
agenda and reveal 1 agenda from the top of the
deck. Players vote on this agenda instead.
22
DREADNOUGHT I
that has already been activated and
DESTROYER I PDS I
COMMODITIES
UPGRADE
UPGRADE
1
a system that contains another player’s
✦ SUSTAIN DAMAGE ✦ BOMBARDMENT 5 ✦ ANTI-FIGHTER BARRAGE 9 (X2)
4
1 TAR’MANN 4 5 1 1 1 9 2
5 3 ship [6]. As such, neither ship can
✦ PLANETARY SHIELD ✦ SPACE CANNON 6
COST COMBAT MOVE CAPACITY COST COMBAT MOVE
CARRIER I
move to the activated Wellon system.
FIGHTER I INFANTRY I SPACE DOCK I
This unit’s PRODUCTION value is equal to 2
more than the resource value of this planet.
20
UPGRADE
UPGRADE
UPGRADE
2
2 VEFUT II
3 9 1 4 1 9 - 1 8 ✦ PRODUCTION X
COST COMBAT MOVE CAPACITY COST COMBAT MOVE COST COMBAT
13
WORMHOLES KEY CONCEPT: CAPACITY
Some system tiles contain wormholes. There are two types of
The number of fighters and ground forces that a player
basic wormholes–alpha and beta–as indicated by the wormhole’s
has in the space area of a system cannot exceed the
symbol. Systems that contain identical wormholes are adjacent
combined capacity of that player’s ships in that system.
to one another for all purposes.
For example, if a player has two carriers in a system,
each with a capacity of “4,” that player cannot have a
combination of more than eight fighters and ground forces
40
in the space area of that system. Ground forces on planets
do not count against this limitation.
Nebula
3. SPACE COMBAT
If multiple players have ships in the active system, they must resolve
✦✦ A ship cannot move through, but may move into a nebula.
a space combat in that system. During combat, the active player
✦✦ A defender’s ship in a nebula applies +1 to the result of is the attacker and the other player is the defender.
each of its combat rolls.
Players resolve space combat by performing the following steps
✦✦ A ship moving out of a nebula has a move value of 1.
in order:
Supernova i. ANTI-FIGHTER BARRAGE: Each player’s units can use
✦✦ A ship cannot move through or into a supernova.
their “Anti-Fighter Barrage” abilities.
Gravity Rift
ii. ANNOUNCE RETREAT: Either player may choose to
✦✦ A ship that moves through or out of a gravity rift applies +1
to its move value and then rolls one die; on a result of announce a retreat. A retreat will not happen immediately;
1–3, the ship is destroyed. the units will retreat at the end of the combat round.
If a player wishes to retreat with any of his ground forces
that are on planets in the active system, he must move
them from planets to the space area during this step.
44 42
iii. MAKE COMBAT ROLLS: Each player rolls one die for
GENESIS
each ship he has in the active system. If the result
SOL of a
FLAGSHIP
unit’s die roll is equal to or greater than that unit’s combat
At the end of the status phase, plac
value shown on its faction sheet, that roll produces
infantry a hit
from your .
reinforcements
Asteroid Field Nebula
The total number of hits a player produces willspace
system’s be used
area. in
the next step. ✦ SUSTAIN DAMAGE
14 DREADNOUGHT I
v. RETREAT: If a player announced a retreat during the first End of Space Combat
step of the combat round, he retreats. To retreat, the player If both players have units remaining in the combat at the end of
takes all of his ships from the combat and places them the “Retreat” step, they resolve another round of combat starting
in an adjacent system. The chosen system cannot contain with the “Announce Retreat” step. After all units on one or both
ships that belong to another player and must contain either sides of the combat have been destroyed or have retreated, play
a planet he controls or at least one of his units; otherwise, proceeds to the invasion step.
the player cannot retreat.
Some objectives require a player to win a combat; a player has
If the chosen system does not contain one of that player’s won a space combat if he is the only player with ships remaining
command tokens, the player must place one token from in the active system when the combat has ended.
his reinforcements in that system when he retreats.
4. INVASION
The active player can invade planets in the active system.
SPACE COMBAT Players resolve an invasion by performing the following steps in
EXAMPLE order:
The green player has activated and moved ships into i. BOMBARDMENT: If any planets in the active system
a system that contains the yellow player’s ships [1]. contain another player’s ground forces, the active player
As such, a space combat begins. may use the “Bombardment” abilities of any of his units
2 in that system. This may allow the active player to destroy
3 some of the defender’s units before landing ground forces.
Bombardment is described in detail later.
ii. COMMIT GROUND FORCES: The active player decides
20
which ground forces he wishes to land on planets. To do
2 so, he takes any of his ground forces that are with his
2
ships in the space area of the active system and places
VEFUT II
The green player assigns a hit and destroys a fighter v. ESTABLISH CONTROL: The active player gains control
while the yellow player must assign the hit to his of each invaded planet that still contains at least one
only ship, a cruiser [5]. Since the yellow player has no of his ground forces. When a player gains control of a
ships remaining in the combat, the combat ends planet, he gains its corresponding planet card and places
and the green player wins. it in his play area exhausted. Then, if the planet contains
structures that belong to another player, those structures
are destroyed.
15
If a player’s space docks are in the same system as another
KEY CONCEPT: SPENDING player’s ships, those space docks are blockaded. Blockaded
RESOURCES AND INFLUENCE space docks cannot produce ships. They may, however, still
Many effects in Twilight Imperium require a player to produce ground forces.
spend resources or influence.
Resources
2
PRODUCTION
3
ARCHON REN
2
3
EXAMPLE
Influence
The Xxcha player activates his home
Populated by small arboreal villages, ARCHON REN
this planet’s only true urban center is
the royal city of Kklaj. The Xxcha home
world and home to the renowned
library of Xuun.
system [1]. He will be producing units from the
To spend a planet’s resources or influence, a player space dock located on Archon Tau [2].
exhausts that planet’s planet card. For example, if a player
needs to spend two resources to produce units, he can 2
3
ARCHON REN
1 3
The active player can produce units using his space docks in infantry as he can afford. His space dock has
COST COMBAT MOVE CAPACITY
the active system. When a player produces units, he may choose a production value of “3,” meaning that it can
WAR SUN CRUISER I
UPGRADE
UPGRADE
to produce any of the units on his faction sheet by spending produce up to three units. THE
LONCARA SSODU
XXCHA FLAGSHIP
XXCHA
The cost of aKINGDOM
carrier is You cannot produce this unit unless
you own its unit upgrade technology.
resource
8 7[3],1so3he will need to exhaust at least four gardens and consider how to proceed.”
When a unit is produced, the player takes the unit from his
DREADNOUGHT I DESTROYER —ElderI Qanoj PDS
COST COMBAT MOVE CAPACITY
UPGRADE
reinforcements and places it in the active system. Players always
PEACE ACCORDS
After you resolve the primary or secondary
UPGRADE
WAR SUN CRUISER I ability of the “Diplomacy” strategy card, you
UPGRADE
place ships in the space area of the system in which they were
UPGRADE
You cannot produce this unit unless
4 5 1 1 1
QUASH
9 2
system that is adjacent to a planet you control.
✦ PLAN
COST COMBAT MOVE CAPACITY COST
When an COMBAT MOVE you may spend 1
agenda is revealed,
you own its unit upgrade technology.
- - - - 2 7 2 -
agenda and reveal 1 agenda from the top of the
deck. Players vote on this agenda instead.
CARRIER I FIGHTER I INFA
2 1
contains the space dock that produced them.
COST COMBAT MOVE CAPACITY COST COMBAT MOVE CAPACITY
3 1
UPGRADE
UPGRADE
DREADNOUGHT I
ARCHON REN
DESTROYER I
ARCHON TAU
PDS I
UPGRADE
3 9 1 4 1 9 - 1
When producing multiple units at a time, the cost values of those
Populated by small arboreal villages, Ravaged by Sol and Letnev
COMMODITIES
this planet’s only true urban center is bombardments during the Twilight
UPGRADE
UPGRADE
the royal city of Kklaj. The Xxcha home Wars. The Xxcha commit substantial
COST COMBAT MOVE CAPACITY COST COMBAT MOVE COST
world and✦home to the DAMAGE
SUSTAIN renowned ✦ BOMBARDMENT 5 resources to rebuilding✦itsANTI-FIGHTER
ecology and BARRAGE 9 (X2)
library of Xuun. cleansing its toxic continents.
After this unit is destroyed, roll 1 die. If the result more than the resource value of this planet.
UPGRADE
UPGRADE
UPGRADE
greater, place the unit on this card. At the
against your ships’ capacity.
cannot produce more units than the combined production values 3 unit
29 1 4 11 9 - 1 8
start of your next turn, place each 3
that is on COST COMBAT MOVE CAPACITY COST
1 COMBAT MOVE COST COMBAT
✦ PRODUCTION X
that type from a system that does not contain one of his command
tokens on the game board and return it to his reinforcements.
5 14
1
ARCHON TAU 4
When a player produces a fighter or infantry unit, but has none
1
16
ADDITIONAL
When a player gives another player a commodity, that
commodity converts into a trade good; the player receiving
the commodity flips the token to its trade good side. Players
12 the abilities of the “Trade” strategy card. When a player what the children of Jord can do!”
—Supreme Admiral DeLouis
When a deal is binding, a player must honor his end of the
replenishes commodities, he takes commodity tokens from the
APACITY
ORBITAL DROP
bargain. In the previous example, if the owner of the PDS agrees
supply until he has a number of tokens equal to the commodities
ACTION: Spend 1 token from your strategy pool
CRUISER I to place 2 infantry from your reinforcements on
UPGRADE
to this deal and takes the trade good, he cannot fire his PDS as
1 planet you control.
VERSATILE
When you gain command tokens during the
status phase, gain 1 additional command token.
this would violate their agreement.
commodities than that printed value.
- 2 7 2 -
ACITY COST COMBAT MOVE CAPACITY
Not all deals are binding, however. For example, a player
DESTROYER I
TRADE
PDS I
PRIMARY ABILITY:
5 might offer another player a trade good to attack a specific
✦ Gain 3 trade goods.
player during a later turn. Because the effect cannot be resolved
UPGRADE
COMMODITIES
✦ Replenish commodities.
UPGRADE
FIGHTER I
SECONDARY ABILITY:
SPEC OPS I SPACE DOCK I
required to honor his end of the bargain and may fulfill or ignore
✦ Spend 1 token from
your strategy poolSOL
to INFANTRY
replenish commodities.
This unit’s PRODUCTION value is equal to 2
more than the resource value of this planet.
the deal as he chooses.
Up to 3 fighters in this system do not count
UPGRADE
UPGRADE
UPGRADE
UPGRADE
6 1 9 -
“Trade” 1 Card
Strategy 7 Commodities Value
✦ PRODUCTION X
ACITY COST COMBAT MOVE COST COMBAT
17
TECHNOLOGY Researching Technology
Players gain new technology by researching it, usually by
During the game, players will gain technology in the form of using the “Technology” strategy card. To research a technology,
technology cards. Technologies provide players with powerful players must satisfy the prerequisites of the technology they
abilities and allow players to upgrade their units. Each player has wish to research. Prerequisites are printed as a column on the
an identical deck of technology cards that he may look through lower-left side of each technology card and contain one or more
at any time, as well as a number of faction technology cards that symbols that correspond to the four basic technology colors.
he set aside during setup. Some technologies have no prerequisites and can be researched
without owning any technology.
PLASMA SCORING
There are four basic colors of technology. When 1 or more of your units use
BOMBARDMENT or SPACE CANNON, 1 of
those units may roll 1 additional die.
A technology’s color is indicated by a green, To satisfy a technology’s prerequisites, a player must own a
red, blue, or yellow symbol located on the matching technology for each prerequisite symbol on the card
lower-right corner of the card. Players use he wishes to research. For example, a player that owns two
these symbols when researching technology. Red Technology Card red technologies may research the red technology “Duranium
Armor,” as it has two red prerequisites.
PLASMA SCORING
When 1 or more of your units use
BOMBARDMENT or SPACE CANNON, 1 of
those units may roll 1 additional die.
DURANIUM ARMOR
Biotic Warfare Propulsion Cybernetic During each combat round, after you assign
Each player begins the game with a number of starting You may exhaust this card at the start of a
round of ground combat on a planet that
contains 1 or more of your units that have
technologies as indicated on the back of his faction sheet. PLANETARY SHIELD; your opponent cannot
make combat rolls during this combat
round.
nforcements in this
technology, he places its card over the 1 8 2 help players research new technologies.
COST COMBAT MOVE
“Our enemies consider us children. They
corresponding unit on his faction sheet. Unit Upgrade
think us weak. Show them. Show them
VERSATILE
When you gain command tokens during the 1
s unit unless
de technology.
When a unit is upgraded, all the player’s units of that type, both status phase, gain 1 additional command token.
0
on the game board and in his reinforcements, now have the LAZAR
- - attributes2
shown7on the
2 unit-upgrade technology.
MOVE CAPACITY COST COMBAT MOVE CAPACITY The only inhabited world in a
forgettable system. Few native
resources and only rudimentary, often
31 underdeveloped, industries.
TI DESTROYER I DESPDS I
TROY
AUTO ER
MATE II
D DE
UPGRADE
FENS
E TU
UPGRADE
4
to ignore a prerequisite that matches that technology specialty.
BARR
1 1 1 9 2
AGE
1
6 (x3
)
2
✦ SPACE CANNON 6
While researching technology, players may exhaust planets for
BAT
MOV
E 1 but not for both.
their technology specialty or for their resources,
CARRIER I FIGHTER I SPEC OPS I
SOL INFANTRY
SPACE DOCK I
SAKULAG 2
This unit’s PRODUCTION value is equal to 2
more than the resource value of this planet.
UPGRADE
UPGRADE
UPGRADE
1186 1 9 - 1 7 ✦ PRODUCTION X
MOVE CAPACITY COST COMBAT MOVE COST COMBAT
Some of these abilities are followed by a second number
PLANET TRAITS presented inside parentheses. This number indicates how many
Most planets outside of home systems have a planet trait. dice a player rolls.
There are three types of planets: cultural, hazardous, and
For example, when a player uses an ability that reads “Space
industrial. Traits have no inherent game effect, but are referred
Cannon 5 (x3),” he rolls three dice and each die with a result
to by some cards and abilities.
of “5” or higher produces one hit. If an ability that requires a
roll does not contain a number inside parentheses, a player only
rolls one die.
Cultural Planet Hazardous Planet Industrial Planet Hits that are produced by abilities are assigned immediately.
When a hit is produced against a player’s units, he chooses and
destroys one of his units.
UNIT ABILITIES Players use each of these abilities at different times and can hit
Many units in the game have unit abilities that appear as bulleted different types of units as described below:
keywords on faction sheets and unit upgrade technology cards.
✦✦ ANTI-FIGHTER BARRAGE: A player uses this ability during
The rules for these abilities are as follows:
the “Anti-Fighter Barrage” step of the first round of space
combat. These hits can only be assigned to fighters.
PLANETARY SHIELD
If a unit has the “Planetary Shield” ability, the planet where ✦✦ BOMBARDMENT: A player uses this ability during the
that unit is located is not an eligible target for other units’ “Bombardment” step of an invasion. These hits can only be
“Bombardment” abilities. assigned by the bombarded player to ground forces on the
planet being bombarded. If there are multiple planets in the
SUSTAIN DAMAGE system, the active player must choose which of his units in
the system are bombarding which planets before rolling dice.
If a unit has the “Sustain Damage” ability, it can become
damaged to cancel one hit. A damaged unit is turned on its side ✦✦ SPACE CANNON: A player can use this ability at two
but otherwise functions as it did previously. different times, as follows:
✦✦ After the “Movement” step of a tactical action, all players
can use the “Space Cannon” abilities of their units that are
in the active system. The player whose units the ability was
used against must assign these hits to ships in that system.
Undamaged Dreadnought Damaged Dreadnought
✦✦ During the “Space Cannon Defense” step of an invasion,
A damaged unit cannot use “Sustain Damage” until it is repaired the player who controls the planet being invaded can use
either during the status phase or by another game effect. the “Space Cannon” abilities of his units on that planet.
The invading player must assign these hits to his ground
PRODUCTION forces that are invading the planet.
A unit with the “Production” ability, such as a space dock, can
produce new units. This ability is always followed by a value
which dictates the maximum number of units that a unit that has
this ability can produce. See “Production” on page 16.
OFFENSIVE ABILITIES
The following abilities require a player to roll dice to determine
whether or not another player’s units are hit: “Anti-Fighter
Barrage,” “Bombardment,” and “Space Cannon.”
These abilities are always followed by a number that determines
the minimum die result required to produce a hit. For example,
“Bombardment 5” indicates that the player rolls a single die,
and if the result is five or greater, it produces one hit.
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THE GALACTIC 1. FIRST AGENDA
To resolve an agenda, players perform the following steps:
MECATOL REX When it is a player’s turn to cast votes, he may exhaust any
number of his planets. Each planet contributes a number of votes
The custodians token represents the caretakers equal to its influence value.
that safeguard Mecatol Rex until one of the
great races can claim the throne. Outcomes
The outcomes that a player can vote for depend upon the type of
Players may freely move units into the Mecatol agenda:
Rex system, but cannot land ground forces on the planet while
the custodians token is present. To remove this token, the active ✦✦ FOR OR AGAINST: The player commits his votes “For” or
player must spend six influence immediately before landing “Against” the agenda. The agenda card
ground forces on the planet. If the player cannot spend six will have different results according to the
influence, he cannot land ground forces on the planet. outcome that receives the most votes. NEW
CONSTITUTION
When a player removes the custodians token, he places it in his ✦✦ ELECT PLAYER: The player commits DIRECTIVE
When this agenda is revealed,
play area and gains one victory point. Since the galactic council his votes for the player of his choice, if there are no laws in play,
discard this card and reveal
can now convene on Mecatol Rex, the agenda phase is added as including himself. another agenda from the
top of the deck.
the last phase of each game round, including the round during ✦✦ ELECT PLANET: The player commits his
For: Discard all laws from
play. At the start of the next
which a player gained control of Mecatol Rex. strategy phase, each player
votes for the planet of his choice. That exhausts each planet in his
home system.
planet must be controlled by a player Against: No effect.
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Laws
When resolving a law, if a “For” outcome received the most
votes, or if the law requires an election, the law’s effect becomes
ADVANCED
a permanent part of the game. Players resolve the outcome and
place the agenda card in the common play area unless the effect
RULES
specifies otherwise. After players have played their first game, they should use the
advanced rules found in this section.
If an “Against” outcome received the most votes, players
resolve the text effect of the outcome and discard the agenda
immediately. COMPLETE SETUP
This booklet contains rules for an abridged “First-Game Setup”
Ties
to facilitate players’ first time playing the game. During setup
If multiple outcomes receive the same number of votes after
for a standard game, players have a wider array of factions to
all players have voted, the speaker decides which of the tied
choose from, many of which are more complex than the factions
outcomes is resolved.
suggested in the “First-Game Setup.”
2. SECOND AGENDA During setup, players are dealt a hand of system tiles to create
Players resolve a second agenda following the same rules and the galaxy instead of using a preset map. Full rules for setup
steps for step 1, “First Agenda.” can be found in the “Complete Setup” section on page 2 of the
Rules Reference. Additionally, during setup, players will receive
3. READY PLANETS promissory notes, a type of card that players can use to facilitate
negotiations with other players. Finally, players who wish to
Each player readies all of his planet cards. Then, the agenda play a longer game may use the 14-space side of the victory
phase ends and players begin a new game round, starting with point track.
the strategy phase.
PROMISSORY NOTES
STOP! Each player begins the game with
five promissory note cards; four of SUPPORT FOR
Now, players know all the rules necessary to play which match his player color, and one THE THRONE
their first game. As questions arise during the game, faction-specific card. A promissory When you receive this card,
if you are not the blue player,
players are encouraged to consult the Rules Reference note helps players negotiate with you must place it faceup in
your play area and gain
for answers regarding the topic in question rather each other by creating an enforceable
1 victory point.
If you activate a system that
Players that are already familiar with the game should A player can offer a promissory
card to the blue player.
read the rules for complete setup and promissory note to another player as part of a
notes in the next column. transaction. Each promissory note
contains text that describes the card’s effect and indicates when
Pax magnifica bellum gloriosum!
the card can be resolved. A player cannot resolve his own
promissory notes, but he can resolve other players’ notes that
he receives from a transaction.
When a player resolves a promissory note, he reveals the card
and resolves its text effect. Though some promissory notes will
stay in play after they are resolved, a promissory note is usually
returned to its original owner and may again be offered by that
player as part of a transaction.
When a player offers a promissory note to another player as part
of a transaction, the offering player may allow the receiving
player to view the card being offered if he wishes. A player
cannot trade more than one promissory note during a single
transaction. Players can also exchange promissory notes that
they have received from other players. This does not require
permission from the promissory note’s original owner.
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THREE-PLAYER
GALAXY SETUP
Match the numbers in the leftmost
corner of each system tile to the
preset map on the right to create the
three-player galaxy.
After placing the system tiles of the
preset galaxy, each player places his
home system in the space indicated on
the diagram by the green system tile
that is nearest to his position around
the table.
FOUR-PLAYER
GALAXY SETUP
Match the numbers in the leftmost
corner of each system tile to the
preset map on the left to create the
four-player galaxy.
After placing the system tiles of the
preset galaxy, each player places his
home system in the space indicated
on the diagram by the green system
tile that is nearest to his position
around the table.
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FIVE-PLAYER
GALAXY SETUP
Match the numbers in the leftmost
corner of each system tile to the
preset map on the right to create the
five-player galaxy.
+2
After placing the system tiles of the
preset galaxy, each player places his
home system in the space indicated
on the diagram by the green system
tile that is nearest to his position
around the table.
During a five-player game, the player
who is closest to two other players
receives four additional trade goods
to start the game. The two players on
either side of that player each receive
two additional trade goods, and the +4
remaining two players, who are not
within two tiles of any other player,
do not receive additional trade goods.
+2
SIX-PLAYER
GALAXY SETUP
Match the numbers in the leftmost
corner of each system tile to the
preset map on the left to create the
six-player galaxy.
After placing the system tiles of the
preset galaxy, each player places his
home system in the space indicated
on the diagram by the green system
tile that is nearest to his position
around the table.
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QUICK REFERENCE
GAME OVERVIEW STATUS PHASE
1. Strategy Phase: Players choose strategy cards starting with 1. Score Objectives
the speaker and proceeding clockwise.
2. Reveal Public Objective
2. Action Phase: Players take turns in initiative order,
3. Draw Action Cards
repeating until each player has passed.
3. Status Phase: Players perform cleanup steps in preparation 4. Remove Command Tokens
for the next game round. 5. Gain and Redistribute Command Tokens
4. Agenda Phase: Players draw and resolve two agendas. 6. Ready Cards
There are three types of actions that players may perform 8. Return Strategy Cards
during the action phase:
i. Anti-Fighter Barrage ✦✦ Ships can only drop off ground forces in the active system.
ii. Announce Retreat ✦✦ Players can exceed their ships’ capacity during combat.
iii. Make Combat Rolls ✦✦ Players are limited to two PDS units and one space dock on
iv. Assign Hits each planet.
4. Invasion ✦✦ Players can exchange only one promissory note each as part
of a single transaction.
i. Bombardment
✦✦ Players with upgraded PDS units in the same system as a
ii. Commit Ground Forces
wormhole can use those units’ “Space Cannon” abilities to
iii. Space Cannon Defense fire through the wormhole.
iv. Ground Combat ✦✦ Players may trade promissory notes that were given to them
v. Establish Control by another player.
✦✦ A player is limited to three secret objectives, including both
5. Production
scored and unscored secret objectives.
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