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Stormshadow
CC CC
Quinarra 3 1 Nom R I T
1 SD 2 Pds SD GF
Trenlak 1 0 Nom R I T
CC 1 CC Pds SD GF
Tar'Mann 1 1
Beta
1 3 1 D Cr Dr W Ca Fi
Pds GF
CC CC CC
Lazar 1 0 Mehar Xull 1 3 B
Sitko 1 1 2 SD 3 Chovesh
Sol Sakulag 2 1 Jol-Nar
The Waste
CC CC 2 2 CC CC
Jord 4 2 Thibah 1 1 Jol 1 2
SD 3 1 1 2 2 1 6 1 SD 2
Nar 2 3
Devils Hole
CC CC CC 2 SD 4
Coorneeq 1 2 R Lodor 3 1 G
2 2 SD 6 1 4 1 2
Resculon 2 0
Asteroid Field Alpha
CC SD 6 CC CC CC CC
Qucen'n 1 2 Arnor 2 1 Arinam 1 2 B Quann 2 1 G Nom
3 1 2 2 14 2 2 1 2 Pds
Rarron 0 3 G Lor 1 2 R Meer 0 4 Nom
Beta
3 CC 1 CC CC Pds
Mecatol R 1 6 DalBootha 0 2 R
1 2 8 2 2 SD 6 1 1 1 D Cr Dr
Xxehan 1 1 G Pds
The Chasm
CC CC CC 1 CC
Vefut II 2 0 R
1 1 1 1
1 5
The Silence Gaping Maw Nebula
CC CC
New Albion 1 1 G Abyz 3 0
1 1 1
Star Point 3 1 Fria 2 0 B CC
Supernova
CC SD 2 CC CC CC
Archon Ren 2 3 Centauri 1 3 Arretze 2 0
Alpha
1 SD 2 1 2 1 1 3 1 6 1 SD 2
Empty syste
Archon Tau 1 1 Gral 1 1 B Hercant 1 1
1 1 CC 1 CC CC 1 SD 2
Saudor 2 2 Mellon 0 2 Kamdorn 0 1
1 9 2 1 1 SD 2
Zhobat 3 1 B Wellon 1 2
Xxchaka KD SD 1 CC 2 4 1 6
Axlegeek Tequ'ran 2 0 R
CC 1 1 1 Grunk
Torkan 0 3 B Hacan
Asteroid Field
CC 1
Nom R I T Druaa 3 1
Pds SD GF 1 SD 4 1 1 3
Maaluuk 0 2
D Cr Dr W Ca Fi
Pds GF
1 2 8
Naalu
BetaMale
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
Turn 7
Turn 8
1. Initiative
Total 10 7 Total 9 6 Total 11 12 Total 9 10 Total 11 20 Total 12 11
Quinarra 3 1 Arretze 2 0 Jord 4 2 Druaa 3 1 Jol 1 2 Archon Ren 2 3 x 2. Diplomacy x
Trenlak 1 0 x Hercant 1 1 Arnor 2 1 Maaluuk 0 2 x Nar 2 3 Archon Tau 1 1
Lazar 1 0 x Kamdorn 0 1 x Lor 1 2 R x Zhobat 3 1 B Xxehan 1 1 G New Albion 1 1 G 3. Political
Sakulag 2 1 x Abyz 3 0 Coorneeq 1 2 R x Mellon 0 2 x Lodor 3 1 G Star Point 3 1 x
Thibah 1 1 x Fria 2 0 B Resculon 2 0 Tequ'ran 2 0 R Arinam 1 2 B x Saudor 2 2 x 4. Logistics
PLANETES
PLANETES
7. Techno.
8. Imperial
SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP NOTES
CC
CC
0 5 1 2 6 4 1 5 3 1 5 5 2 7 3 0 4 2
C
Trade Trade Trade Trade Trade Trade
Agreements Agreements Agreements Agreements Agreements Agreements
TOTAL =
2 1 3 2 3 2 2 1 3 1 2 2
TRADE
5 7 5 5 13 4
Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods
39
Hylar V Enviro Comp Antimass Deflectors Antimass Hylar V Antimass deflectors ACTIVE LAWS
Deep Space Sarween Tools Cybernetics Enviro Comp Antimass Enviro Comp Closing the wormholes
Enviro Comp Hylar V XRD Transporters XRD Transporters Envire comp Stasis Capsules Prophecy of Ixth(Naalu)
Stasis Capsules Deep Space Enviro Comp Hylar V Sarween Tools Hylar V
TECHNOLOGIES
TECHNOLOGIES
ACTION
CARDS
CARDS
6 4 3 6 4 2
OBJECTIVES
VP
0 4 2 3 5 3
I control planets to have at least one of each of the 3 different tech specialties (1VP)
STAGE 2
W Ca Fi
Pds GF
Empty system
DISCARDS
Local unrest
Fantastic Rehtoric
Rare Minerals
Voluntary annexation
Civil Defence
Signal Jam
Signal Jam
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
Stormshadow 0 1 0 0 1 0 5 1 1 2 2 0 0 2 3 3 0 ###
Grunk 0 1 0 0 2 2 4 1 0 3 2 0 0 2 3 3 0 15
Sitko 1 0 0 0 2 0 5 1 0 1 2 0 0 2 3 3 0 ###
BetaMale 1 1 0 0 1 4 4 1 1 2 2 0 0 2 3 3 0 16
Chovesh 0 0 1 0 2 1 2 1 2 2 4 0 0 2 3 3 0 ###
Axlegeek 0 1 0 0 1 3 2 1 1 2 2 0 0 2 3 3 0 ###
0
Turn 1 nova at 1,4 Meer at 1,2 empty at 1,3 Asteroid 1,1 Vetful II Arnor/Lor
Turn 3 Thibah Dalbootha The Gap Devils Hole ventauri/gral Alpha at 2,6
Turn 4 Beta Mehar Xull Wellon Tequ'ran Saudor at 2,2 3,10 qucen'n
Turn 5 Tarmann Quaan Empty 3.9 3,11 empty Nebula Asteriods 3,7
Turn 3 T Build carrier Druaa T Build in HS T Build HS T Lazar -> Thibah T Coorneq / resculon T HS(1pds+4GF)
Stormshadow 1 2 0 0 1 2 4 1 1 3 2 0 1 3 3 3 0 17
Grunk 3 1 0 0 2 4 4 1 1 6 2 0 1 1 5 2 0 21
Sitko 1 0 0 0 3 0 7 1 0 5 3 0 1 2 2 3 0 17.5
BetaMale 1 1 0 0 2 4 4 1 1 3 2 0 3 3 4 3 0 19
Chovesh 0 0 1 0 2 1 6 1 3 4 5 0 0 2 3 1 2 24.5
Axlegeek 0 2 0 0 2 3 6 1 1 4 2 0 0 1 4 4 0 20.5
Turn 4 PASS A volantary Annex MR A Civil defence Sakulag PASS PASS PASS
Turn 5 T Quaan T Mehar Xull
Turn 7 T HS
Turn 8 PASS
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Stormshadow 2 2 0 0 1 2 7 1 2 6 3 0 3 2 4 2 0 ###
Grunk 4 1 0 0 2 8 4 2 1 7 3 1 3 2 4 1 2 28
Sitko 1 0 0 0 3 4 9 2 0 7 4 4 3 2 3 2 0 ###
BetaMale 1 1 0 0 2 6 6 1 1 7 3 0 5 3 4 2 0 21
Chovesh 1 1 1 0 2 1 17 1 3 8 7 0 2 2 3 2 3 33
Axlegeek 0 2 2 0 3 5 5 1 1 5 2 0 1 0 5 2 0 34
Turn 5 PASS
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
Stormshadow 3 4 0 0 1 4 7 1 4 7 4 0 4 1 4 2 0 ###
Grunk 4 1 0 0 2 8 4 3 3 7 4 3 4 2 4 1 3 36
Sitko 3 0 0 0 4 10 11 3 0 7 5 4 4 0 4 3 1 ###
BetaMale 1 1 0 0 3 8 8 2 1 7 4 0 6 2 4 2 2 30
Chovesh 0 2 1 0 2 1 17 2 4 8 9 0 4 2 6 1 4 40
Axlegeek 0 3 2 0 3 5 9 2 1 6 3 0 2 1 4 2 0 42
Stormshadow 3 4 0 0 1 4 7 1 4 7 4 2 0 5 1 0 ###
Grunk 8 1 0 1 2 12 10 3 3 7 5 0 1 6 1 4 57
Sitko 6 1 0 0 4 24 20 3 0 7 6 3 2 4 2 2 54
BetaMale 1 1 0 0 4 12 8 2 1 7 5 1 1 4 2 2 35
Chovesh 1 2 1 0 2 5 21 3 6 8 11 1 0 6 2 2 53
Axlegeek 0 3 2 0 3 3 9 2 2 6 4 0 1 4 1 2 43
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
Stormshadow 0
Grunk 0
Sitko 0
BetaMale 0
Chovesh 0
Axlegeek 0
Stormshadow 0
Grunk 0
Sitko 0
BetaMale 0
Chovesh 0
Axlegeek 0
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
Stormshadow 0
Grunk 0
Sitko 0
BetaMale 0
Chovesh 0
Axlegeek 0
Blue : growing / Red : decreasing
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
Stormshadow 0
Grunk 0
Sitko 0
BetaMale 0
Chovesh 0
Axlegeek 0
Blue : growing / Red : decreasing
Assault Cannon
+ + Neural Motivator
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
sis 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
ral 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
2. - Name opponent. Neither you nor that opponent may activate a system containing - Refresh up to two exhausted non-Home System Planet Cards.
DIPLOMACY units of the other player. Cost = 1 CC.
A) Receive 3 Trade Goods, plus Trade Goods for active trade agreements. Open
5. - Receive Trade Goods for active trade agreements.
trade negotiations. You must approve all new trade agreements.
TRADE Cost = 1 CC.
B) Cancel all trade agreements.
- Choose any 1 or 2 of your Destroyers or Cruisers on board, each unit may move to
6. an adjacent empty non-Home system (place 1 CC from reinforcements in each
- Retrieve 1 CC from the board and place it back in your Command Pool.
WARFARE destination system).
Cost = 1 CC.
- Build units in one of your system containing one or more friendly Space Docks,
- Draw and reveal the top card from the Objective Deck.
8. even if you have already activated this system (building units here doesn't activate
- If it's the player first-time pick, he will receive 2 Victory Points, otherwise 1 VP with
IMPERIAL the system).
the additional ability to claim 2 Public Objectives in the Status Phase.
Cost = 1 CC.
GENERAL GUIDELINES
- Basic rules of Twilight Imperium 3rd Edition and Twilight Imperium 3rd Edition FAQ (version 1.2) are used, unless stated other
below).
- 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 Fan FAQ as basis for rulings not covered by standard rules and errata.
Number of Planets Unit Strenght
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10 Rd 0 Rd 1
Stormshadow 2 3 6 7 7 Stormshadow 14 17
Grunk 3 6 7 7 7 Grunk 15 21
Sitko 1 5 7 7 7 Sitko 14 18
BetaMale 2 3 7 7 7 BetaMale 16 19
Chovesh 2 4 8 8 8 Chovesh 21 25
Axlegeek 2 4 5 6 6 Axlegeek 14 21
8 60
55
7 50
6 45
40
Unit Strenght
5 Stormshadow
35
Grunk 30
4
Sitko 25
3 BetaMale 20
Chovesh 15
2
Axlegeek 10
1 5
0
0 Co Co Co Co Co Co Co
Rd Rd Rd Rd Rd Rd Rd Rd Rd Rd Rd lu lu lu lu lu lu lu
0 1 2 3 4 5 6 7 8 9 10 mn mn mn mn mn mn mn
O P Q R S T U
Victory Points
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
Stormshadow 0 0 0 0 0
Grunk 0 0 2 3 4
Sitko 0 0 0 1 2
BetaMale 0 0 0 2 3
Chovesh 0 2 3 4 5
Axlegeek 0 0 0 0 3
10
9
8
7
Stormshadow
6
Grunk
5
Sitko
4 BetaMale
3 Chovesh
2 Axlegeek
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
22 32 32
28 36 57
25 38 54
21 30 35
33 40 53
34 42 43
Stormshadow
Grunk
Sitko
BetaMale
Chovesh
Axlegeek
o Co Co Co Co Co Co Co Co Co Co
lu lu lu lu lu lu lu lu lu lu
n mn mn mn mn mn mn mn mn mn mn
P Q R S T U V W X Y
Race Username First Name Email Time Zone