Professional Documents
Culture Documents
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
Turn 2 T MR A Good Year S Political S Trade A Rally the people X HS -> tar'mann
Turn 7 PASS
Turn 8
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
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
ACTION
CARDS
CARDS
8 4 3 8 5 3
OBJECTIVES
VP
2 5 5 5 6 4
1 I control planets to have at least one of each of the 3 different tech specialties (1VP)
STAGE 2
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 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
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 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
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 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
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
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
Turn 2 T MR A Good Year S Political S Trade A Rally the people X HS -> tar'mann
Turn 7 PASS
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
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
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
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
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 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