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Sardak'Norr

Stormshadow
CC CC
Quinarra 3 1 Nom R I T
1 SD 5 Pds SD GF
Trenlak 1 0 Nom R I T
CC 1 CC Pds SD GF
Tar'Mann 1 1
Beta
1 2 1 1 D Cr Dr W Ca Fi
Pds GF
CC CC CC
Lazar 1 0 Mehar Xull 1 3 B
Sitko 1 1 1 4 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 3 3
Nar 2 3
Devils Hole
CC CC CC
Coorneeq 1 2 R Lodor 3 1 G
2 SD 2 1 2 3 2
Resculon 2 0
Asteroid Field Alpha
CC SD 2 CC CC CC
Qucen'n 1 2 Arnor 2 1 Arinam 1 2 B Quann 2 1 G
3 2 1 2 1 1
Rarron 0 3 G Lor 1 2 R Meer 0 4
Beta
3 CC 1 CC CC
Mecatol R 1 6 DalBootha 0 2 R
1 2 6 1 2 SD 8 2 1
Xxehan 1 1 G
The Chasm
CC CC CC 2 2 CC
Vefut II 2 0 R
3 2 2 12 1
2 1 2 6
The Silence Gaping Maw Nebula
CC CC
New Albion 1 1 G Abyz 3 0
1 1 1 2 1 2 8
Star Point 3 1 Fria 2 0 B 4 CC
Supernova
CC 5 CC CC CC
Archon Ren 2 3 Centauri 1 3 Arretze 2 0
Alpha
2 SD 5 1 2 1 1 3 1 SD 2
Empty syst
Archon Tau 1 1 Gral 1 1 B Hercant 1 1
1 1 CC CC CC 1 SD
Saudor 2 2 Mellon 0 2 Kamdorn 0 1
2 1 2 9 2 SD
Zhobat 3 1 B Wellon 1 2
Xxchaka KD SD CC 2 3 1 5
Axlegeek Tequ'ran 2 0 R
CC 1 1 4 1 1 Grunk
2 Torkan 0 3 B Hacan
Asteroid Field
CC 1
Nom R I T Druaa 3 1
Pds SD GF 1 SD 2 1 1 3
Maaluuk 0 2
D Cr Dr W Ca Fi
Pds GF
2
Naalu
BetaMale

Round BetaMale Chovesh Axlegeek Sitko Grunk Stormshadow

6 Diplomacy Initiative Political Trade Warfare Imperial

Turn 1 S Dip (sol) S HS A Uprising Secret


A industrial agent(zohbat)
T Jol/Nar (kaboom!!!) T Mehar Xull

Turn 2 T MR A Good Year S Political S Trade A Rally the people X HS -> tar'mann

Turn 3 T Vefut II T MR T HS T Quecen'n/rarron A


Strategic bombardment
S Imperial

Turn 4 T Mellon/Zohbat T DalBootha PASS T The Chasm S Warfare PASS

Turn 5 PASS PASS PASS T Jol-Nar

Turn 6 X HS -> nebula

Turn 7 PASS

Turn 8

T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

Stormshadow Grunk Sitko BetaMale Chovesh Axlegeek


Sardak'norr Hacan Sol Naluu Jol-Nar Xxcha Kingdom BONUS

Total 9 4 12 10 15 14 10 13 9 15 5 6 1. Initiative
Unspent 0 0 2 6 0 3 0 7 0 0 0 0
Quinarra 3 1 x Arretze 2 0 x Jord 4 2 x Druaa 3 1 x Jol 1 2 x Archon Ren 2 3 x 2. Diplomacy
Trenlak 1 0 x Hercant 1 1 Arnor 2 1 x Maaluuk 0 2 Lodor 3 1 G x Archon Tau 1 1 x
Lazar 1 0 x Kamdorn 0 1 Lor 1 2 R x Zhobat 3 1 B x Arinam 1 2 B x Saudor 2 2 x 3. Political
Sakulag 2 1 x Abyz 3 0 x Coorneeq 1 2 R x Mellon 0 2 Mecatol R 1 6 x
Thibah 1 1 x Fria 2 0 B x Resculon 2 0 x Tequ'ran 2 0 R x Quann 2 1 G x 4. Logistics x

PLANETES
PLANETES

Tar'Mann 1 1 x Wellon 1 2 Qucen'n 1 2 x Torkan 0 3 B Mehar Xull 1 3 B x


DalBootha 0 2 R Rarron 0 3 G Gral 1 1 B x 5. Trade
Xxehan 1 1 G x New Albion 1 1 G x Centauri 1 3 x
Nar 2 3 x Star Point 3 1 x 6. Warfare

7. Techno. x

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 0 0 6 0 0 7 0 1 4 0 0 7 0 0 5 1
C
Trade Trade Trade Trade Trade Trade
Agreements Agreements Agreements Agreements Agreements Agreements

TOTAL =
2 1 2 2 3 3 3 1 2 1 2 2
TRADE

3 7 8 0 3 0

Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods

21
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

War Sun Sarween Tools Cybernetics XRD Transporters Cybernetics


Hylar V Stasis Capsules Deep Space Deep Space
Stasis Capsules Stasis Capsules
Type IV Drives
Neural Motivators DISCARDED LAWS
Cybernetics agresive strategy
Advanced Fighters
War Sun
ACTION

ACTION
CARDS
CARDS

8 4 3 8 5 3

Stormshadow Grunk Sitko BetaMale Chovesh Axlegeek


Sardak'norr Hacan Sol Naluu Jol-Nar Xxcha Kingdom

OBJECTIVES
VP

2 5 5 5 6 4

2 2 2 2 2 2 ISC first pick (2 VP)


ISC

ISC second pick (2 VP)

1 1 1 1 I have 4 different colored tech advances (1 VP)

1 1 1 1 I now spen 10 influence(1VP)

1 1 1 1 1 I have 5 technology advances (1 VP)


STAGE 1

1 I control planets to have at least one of each of the 3 different tech specialties (1VP)

1 I now Spend 6 TG's(1VP)


I have all 3 sd on the board

STAGE 2

Secret Objective (2 VP)


S
Empty system
DISCARDS
Local unrest
Fantastic Rehtoric
Rare Minerals
Voluntary annexation
Civil Defence
Signal Jam
Signal Jam
Policy Paralysis
Sabotage
Morale boost
Direct Hit
Experimental battlestation
Influence in the merchants guild
Local unrest
Local unrest
Morale Boost
Signal Jam
Trade stop
Uprising
Industrial agent
Good Year
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 ###

Round StormShadow Chovesh Grunk BetaMale Axlegeek Sitko

0
Turn 1 nova at 1,4 Meer at 1,2 empty at 1,3 Asteroid 1,1 Vetful II Arnor/Lor

Turn 2 Lazar/Sakulag Lodor Abyz/fria Mellon/zhohbat New alb/starpoint Corn/Resc

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

T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

Round BetaMale Grunk Axlegeek StormShadow Sitko Chovesh


1 0 Political 1 Initiative 5 Trade 6 Warfare 7 Tech 8 Imperial

Turn 1 S Political T Abyz/Fria T NewAlb/StarP T Lazar/Sakulag S XRD T Xxehan

Turn 2 T Mellon/Zhobat T Wellon S Trade S Warfare(lazar) T Arnor/Lor T Lodor

Turn 3 T Build carrier Druaa T Build in HS T Build HS T Lazar -> Thibah T Coorneq / resculon T HS(1pds+4GF)

Turn 4 PASS PASS PASS T HS T HS S Imperial

Turn 5 PASS PASS PASS

T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

De Cr Dr Ws Ca Fi GF SD PDS TG AC CC (16 max)


# #
Round 1 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP

Stormshadow 1 2 1 2 4 1 1 3 2 1 3 3 3 17

Grunk 3 1 2 4 4 1 1 6 2 1 1 5 2 21

Sitko 1 3 0 7 1 0 5 3 1 2 2 3 17.5

BetaMale 1 1 2 4 4 1 1 3 2 3 3 4 3 19

Chovesh 0 0 1 2 1 6 1 3 4 5 0 2 3 1 2 24.5

Axlegeek 0 2 0 2 3 6 1 1 4 2 0 1 4 4 0 20.5

Blue : growing / Red : decreasing

Round BetaMale Chovesh Stormshadow Axlegeek Sitko Grunk


2 Initiative Political Logistics Trade Tech imperial
Turn 1 T Tequ'ran/Torkan T Arinam/Meer T Tar'Mann S Trade S Tech T Dal Bootha

Turn 2 T Gral A Unrest startpoint T Lazar/Sakulag T StarPoint T Qucen'nRarron X HS/wellon

Turn 3 T HS S Political T Logistics T Saudor+rare min X HS/corneeq S Imperial

Turn 4 PASS A volantary Annex MR A Civil defence Sakulag PASS PASS PASS
Turn 5 T Quaan T Mehar Xull

Turn 6 A Rise of the messiah PASS

Turn 7 T HS

Turn 8 PASS
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

De Cr Dr Ws Ca Fi GF SD PDS TG AC CC (16 max)


# #
Round 2 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP

Stormshadow 2 2 1 2 7 1 2 6 3 0 3 2 4 2 0 ###

Grunk 4 1 2 8 4 2 1 7 3 1 3 2 4 1 2 28

Sitko 1 3 4 9 2 0 7 4 4 3 2 3 2 0 ###

BetaMale 1 1 2 6 6 1 1 7 3 0 5 3 4 2 0 21

Chovesh 1 1 1 2 1 17 1 3 8 7 0 2 2 3 2 3 33

Axlegeek 0 2 2 3 5 5 1 1 5 2 0 1 0 5 2 0 34

Blue : growing / Red : decreasing

Round BetaMale Axlegeek Stormshadow Chovesh Grunk Sitko


3 Imperial Initiative Diplomacy Logistics Trade Tech

Turn 1 T Zhobat T Vefut II S Dip(Jol-Nar) T MR S Trade S Tech(sarween)

Turn 2 T Druaa/Maaluuk T StarPoint T Mehar Xull X HS/Quaan T HS X Coorneeq/arnor

Turn 3 S Imperial PASS T Lazar S Logistics PASS X HS/QR

Turn 4 PASS T HS PASS PASS

Turn 5 PASS

T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

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 1 4 7 1 4 7 4 0 4 1 4 2 0 ###

Grunk 4 1 2 8 4 3 3 7 4 3 4 2 4 1 3 36

Sitko 3 4 10 11 3 0 7 5 4 4 0 4 3 1 ###

BetaMale 1 1 3 8 8 2 1 7 4 6 2 4 2 2 30

Chovesh 0 2 1 2 1 17 2 4 8 9 4 2 6 1 4 40

Axlegeek 0 3 2 3 5 9 2 1 6 3 2 1 4 2 0 42

Blue : growing / Red : decreasing

Round BetaMale Sitko Stormshadow Chovesh Grunk Axlegeek


4 Tech Initiative Diplomacy Trade Warfare Imperial

Turn 1 T Druaa/Maaluuk X HS/Rarron S Dip(Jol-Nar) A GhostShip(lodor) T HS T Centauri

Turn 2 S Tech X Coorneeq/Arnor T Beta S Trade S warfare(HS) T HS

Turn 3 T Tequran/torkan PASS T Mehar Xull X HS/Lodor X HS/abyzFria S Imperia

Turn 4 PASS PASS PASS PASS PASS

T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card


De Cr Dr Ws Ca Fi GF SD PDS TG AC CC (16 max)
# #
Round 4 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP

Stormshadow 3 4 1 4 7 1 4 7 4 2 0 5 1 0 ###

Grunk 8 1 1 2 12 10 3 3 7 5 0 1 6 1 4 57

Sitko 6 1 4 24 20 3 7 6 3 2 4 2 2 54

BetaMale 1 1 4 12 8 2 1 7 5 1 1 4 2 2 35

Chovesh 1 2 1 2 5 21 3 6 8 11 1 0 6 2 2 53

Axlegeek 0 3 2 3 3 9 2 2 6 4 0 1 4 1 2 43

Blue : growing / Red : decreasing

Round BetaMale Stormshadow Grunk Chovesh Axlegeek Sitko


5 Logistics Initiative Political Trade Tech Imperial
Turn 1 S Logistics T Mehar Xull S Political S Trade T The Chasm T The Chasm
Turn 2 T Alpha X HS/Lazar T Wellon T Gaping Maw S Tech T New Albion/SP
Turn 3 T Build in Influence
HS in
A the merchants guild (jol-nar
A Hacan)
Local Unrest Meer T Vefut II T HS S Imperial
Turn 4 T Centauri PASS T Nebula T Mehar Xull Pass Pass
Turn 5 Pass T DalBootha Pass
Turn 6 A Local Unrest Vefut II
Turn 7 T HS
Turn 8 Pass
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

Stormshadow 6 4 8 1 4 6 4 1 7 1 5 2 0 30

Grunk 7 2 1 17 10 3 6 8 5 2 5 1 6 2 5 ###

Sitko 6 2 4 10 24 3 9 7 5 3 1 7 2 5 51

BetaMale 3 4 14 11 2 1 8 6 0 7 ###

Chovesh 0

Axlegeek 0

Blue : growing / Red : decreasing

Round BetaMale Chovesh Axlegeek Sitko Grunk Stormshadow


6 Diplomacy Initiative Political Trade Warfare Imperial

Turn 1 S Dip (sol) S HS A Uprising Secret


A industrial agent(zohbat)
T Jol/Nar (kaboom!!!) T Mehar Xull

Turn 2 T MR A Good Year S Political S Trade A Rally the people X HS -> tar'mann

Turn 3 T Vefut II T MR T HS T Quecen'n/rarron A Strategic bombardment S Imperial

Turn 4 T Mellon/Zohbat T DalBootha PASS T The Chasm S Warfare PASS

Turn 5 PASS PASS PASS T Jol-Nar

Turn 6 X HS -> nebula

Turn 7 PASS
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

De Cr Dr Ws Ca Fi GF SD PDS TG AC CC (16 max)


# #
Round 6 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
Stormshadow 3 2 1 1 10 1 4 6 4 3 7 32

Grunk 0

Sitko 8 4 1 5 18 24 3 9 7 8 2 69

BetaMale 0

Chovesh 1 15 1 3 5 12 3 4 ###

Axlegeek 0

Blue : growing / Red : decreasing

T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

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

T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

De Cr Dr Ws Ca Fi GF SD PDS # # TG AC CC (16 max)


Round 8 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
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

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

T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

De Cr Dr Ws Ca Fi GF SD PDS # # TG AC CC (16 max)


Round 10 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
Hylar V Assault Laser
Cruisers &
Destroyers +1 on
Combat Gravitation Laser Sys
Stasis Capsules
Re-Roll PDS Cruisers &
Miss Dreadnoughts
Deep Space Cannon Carry 1 GF

PDS Units Fire to


Adjacent System +

Antimass Deflectors Cybernetics


War Sun
Move Through Fighters +1 For
May Produce War Asteroid Field Combat
Sun
+
+
Magen Defense Grid XRD Transporters Gen Synthesis
Integ
PDS Units at +1 GF +1 Combat,
Carriers +1
and Ground Units Destroyed Roll
Movement
With PDS +1 6+ Saved A

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

Carrier 3 1 9+ x4 Carry up to 6 units (Fighters, GF or PDS)

Fighter ½ - 9+ ∞
GF ½ - 8+ ∞
Destroyer 1 2 9+ x8 Anti-fighter beam (2D10)

Cruiser 2 2 7+ x8

Dreadnought 5 1 5+ x5 Sustain damage / Bombardment if invasion and no PDS

War Sun 12 2 3+ (x3) x2 Sustain damage / Bombardment (3D10) / Carry up to 6 units

PDS 2 - 6+ x6 Planetary shield / Space Cannon

Space Dock 4 x3 Production (Resource + 2) / 3 Fighters capacity


Home World(s) – Quinarra (3r/1i) and Tren’Lak (1r/0i)
Starting Units – 5 ground forces, 1 carrier, 1 cruiser, 1 PDS, 1 space dock
Starting Tech – Hylar V Assault Laser, Deep Space Cannon
Leaders: 2 Generals, 1 Admiral
Sardakk N’orr Trade Agreements: 2, 1
Special Abilities :
- You receive +1 to your combat rolls.
Racial Technology :
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.
Home World(s) – Arretze (2r/0i), Hercant (1r/1i) and Kamdorn (0r/1i)
Starting Units – 4 ground forces, 2 carriers, 1 cruiser, 2 fighters, 1 space dock
Trade Agreements: 3, 3
Starting Tech – Enviro Compensator, Sarween Tools

Special Abilities :
- Your trades do not require approval during Trade Negotiations.
The Emirates of Hacan
- You do not need to spend a Command Counter to execute the secondary action of the Trade
Strategy.
- When you receive Trade Goods from a Trade Contract you receive one additional Trade Good.
- No player may ever (except for war) break a Trade Contract with you.
- During the Status Phase you may trade Action Cards with other players.
Racial Technology :
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.
Home World(s) – Jord (4r/2i)
Starting Units – 5 ground forces, 2 carriers, 1 destroyer, 1 space dock
Starting Tech – Antimass Deflectors, Cybernetics
Leaders: 1 Admiral, 1 Diplomat, 1 Agent
Trade Agreements: 2, 2
The Federation of SolSpecial Abilities :
- As an action, you may spend one Command Counter from your Strategic Allocation pool to
place two free ground forces on any one planet that you control.
- During the Status Phase you receive one extra Command Counter.
Racial Technology :
Mark II Advanced Carriers (4 resources): Your Carriers now have a capacity of 8 and gain the
"sustain damage" ability.
Home World(s) – Druaa (3r/1i) and Maaluuk (0r/2i)
Starting Units – 1 space dock, 4 ground forces, 1 PDS, 1 carrier, 1 cruiser, 1 destroyer, 4 fighters
Special Abilities
Starting Tech :
– Antimass Deflectors, Enviro Compensator
- The initiative number on your chosen Strategy card is always considered to be zero (this
Trade Agreements: 2, 1
means you’re always first in the order of play).
The Naalu Collective- If attacked a Naalu fleet may retreat before the beginning of the Space Battle.
- Your Fighters receive +1 on all combat rolls in Space Battles.
Racial Technology :
Telepathic Mind Weapon (5 resources): When an opponent activates a system you control, he
immediately loses one CC from ship supply.
Home World(s) – Jol (1r/2i) and Nar (2r/3i)
Starting Units – 2 ground forces, 2 carriers, 1 fighter, 2 PDS, 1 dreadnought, 1 space dock
Starting Tech – Hylar V Assault Laser, Antimass Deflectors, Enviro Compensator, Sarween Tools
Trade Agreements: 3, 1
Special Abilities :
- You receive -1 to all your combat rolls.
The Universities of Jol-Nar
- When executing the secondary action of the Technology Strategy, you may execute both its
primary and secondary action.
- You may spend a Command Counter from your Strategy Allocation pool to immediately re-roll
any of your die rolls.
Racial Technology :
Spatial Conduit Network (6 resources): 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.
Starting Units – 1 space dock, 3 fighters, 1PDS, 1 carrier, 2 ground forces, 2 cruisers
Starting Tech – Antimass Deflectors, Enviro Compensator
Leaders: 1 Admiral, 2 Diplomats
Trade Agreements: 2, 2
Special Abilities :
- When executing the secondary action of the Diplomacy Strategy you may execute the
primary action instead.
Xxcha Kingdom - Immediately after a political card has been drawn and read you may spend one Command
Counter from your Strategic Allocation pool to cancel the card and force another political card
to be drawn.
- Your opponent receives –1 on all combat rolls against you during the first combat round of all
Space Battles and Invasion Combats.
Racial Technology :
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.
ghters

Tools
PRIMARY SECONDARY

- Claim Speaker Token.


1.
- Execute secondary abilities of Strategy Cards without paying CC.
INITIATIVE - You may not select the Initiative Strategy during the next Strategy Phase.

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.

- Draw 3 Action Cards.


3. - Receive 1 CC. - Draw 1 Action Card.
POLITICAL - Draw and resolve top card of Political Deck. Then draw 3 cards from Political Deck, Cost = 1 CC.
place one on its top and two on its bottom.

4. - Receive 1 CC for every 3 influence spent.


- Receive 4 CC.
LOGISTICS Cost = Exhaust planets.

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.

7. - Receive 1 Technology advance.


- Receive 1 Technology advance.
TECHNOLOGY Cost = 1 CC and 8 resources - techspecialties.

- 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.

HOUSE RULES AND RULES CLARIFICATIONS


- 10's always hit in combat. 1's always miss in combat.
- Emergency Repairs takes precedence over Direct Hit! If both are played at effectively the same time, then Emergency Repairs fixe
and the Direct Hit! re-damages it, but does not kill it.
- The secondary ability of the Imperial Strategy Card cannot be used to build Space Docks.
- Players MAY, if they choose, build a Space Dock in the system they are not building units in during a Transfer Action.
- If a player plays the Strategic Shift Action Card on a certain Strategy Card, no one can later take that Strategy Card as a replacem
Strategic Flexibility Action Card.
- The special ability of the Emirates of Hacan allows them to conclude trade agreements without the active player's approval, but the
approval from the person with whom they're trying to conclude the agreement (i.e., the agreement is not concluded unilaterally).
- On the Imperial Peace Political Card all instances of the word "invade" should be read as performing an invasion of a planet contro
Neutral and friendly landings are not considered to be invasions.
- When purchasing a Technology Advance, you can apply the Technology Specialty discount from a planet even if that planet is bei
of that Technology Advance purchase.
- The special re-roll ability of Universities of Jol-Nar and the Recheck Action Card can be played on any die roll after all rolls have be
(attacker or defender) during a single round of combat.
- The Diplomatic Immunity Action Card should read "round" instead of "turn".

RULES TO SAVE TIME


- Unless the holder of "Initiative" explicitly declares it, he will always exercise the Political Secondary. Likewise, he and Hacan both w
exercise the Trade Secondary.
- During voting, if it is apparent to the GM that the outcome is certain, minority voters may be marginalized (forced to abstain) to end
- Any action card that could normally be played as a response to a previous action card, can be played after the previous action has
according to the following:
* No more than 24 hours have passed since the previously played action card ;
* The player playing the delayed response action card has not yet posted in the message board for any reason.
If the GM does not feel the player is abusing this rule, the GM will rewind the game to the previously played action card and the dela
card will be resolved and play will continue again from that point.
- After any action card causing major changes, the GM may "pause" the game for responses to the action card played from all playe
response action cards are allowed against the action card after all players have passed or played responses.
- For quick resolution, secondary activations should be PM'd to the GM. If you wish to decide whether to participate or what to do ba
players secondary activation is, this is still possible. If you are after that player in the turn order, submit your conditional activation in
will resolve it in turn order. After resolving them, the GM will post secondary activation results to all players. Note that this does not a
of Warfare or Imperial, these will be resolved in the normal manner.

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 6 Stormshadow 14 17
Grunk 3 6 7 7 7 8 Grunk 15 21
Sitko 1 5 7 7 7 9 Sitko 14 18
BetaMale 2 3 7 7 7 8 BetaMale 16 19
Chovesh 2 4 8 8 8 7 Chovesh 21 25
Axlegeek 2 4 5 6 6 3 Axlegeek 14 21

9 80

8 70

7 60
6

Unit Strenght
Stormshadow 50
5 Grunk 40
4 Sitko
30
BetaMale
3
Chovesh 20
2 Axlegeek 10
1
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 0
Grunk 0 0 2 3 4 5
Sitko 0 0 0 1 2 5
BetaMale 0 0 0 2 3 3
Chovesh 0 2 3 4 5 6
Axlegeek 0 0 0 0 3 4

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 30
28 36 57 72
25 38 54 51
21 30 35 41
33 40 53 23
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

Sardak'norr Stormshadow Rober The_admiral@charter.net GMT - 6

Hacan Grunk Jason jtnoel@gmail.com GMT - 5

Sol Sitko Brad sitkogm@yahoo.com GMT - 6

Naluu BetaMale Brent boyd42@gmail.com

Jol-Nar Chovesh Aaron abianco@borealis.com GMT - 6

Xxcha Kingdom Axlegeek axle_rowes@yahoo.com

GM DarkSlayer Theo tmiltenburg@gmail.com GMT + 1

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