Professional Documents
Culture Documents
0 Malice 3
2 Ashtroth 0
Alpha Beta
Location3
1 Loki 2
B 1 Vega Minor 2
B 1 Mehar Xull 3
R 1 Abadoon 0
High Alert
Asteroid Field
Beta
Alpha
Location2 Location4
Asteroid Field
Ion Storm
G0 Rigel I 1
Re Pds SD GF/ST TG 2 Tsion 2
G 3 Lodor 1
1 Rigel II 2
Re Pds SD GF/ST
Alpha
Omega
Connection
Unknown
Legacy of Fire Round1 Strategy Phase
Speaker
▼
STRAT.
BONUS
Total 0 0 Total 0 0 Total 0 0 Total 0 0 Total 0 0 Total 0 0
Bellatrix 1. Initiative
2. Diplomacy
3. Political
4. Logistics
5. Trade
6. Warfare
PLANETES
PLANETES
7. Techno. II
8. Imperial II
Sarween Tools +1
NOTES
SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP
CC
CC
2 ### 3 ### ### ### ### ### 3 2 3 3 ### ### 3 ### ### ###
TOTAL =
TRADE
Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods
0
ACTIVE LAWS
TECHNOLOGIES
TECHNOLOGIES
GIES
TE
AC AC AC AC AC AC
ACTION
ACTION
CARDS
CARDS
PC PC PC PC PC PC
POLITIC.
POLITIC.
CARDS
CARDS
0 0 0 0 0 0
0 0 0 0 0 0
VP
0 0 0 0 0 0 OBJECTIVES
Hidden
Hidden
Hidden
STAGE 1
Hidden
Hidden
Hidden
Hidden
Hidden
STAGE 2
Hidden
Hidden
Hidden
Abadoon
Abyz
Archon Ren
Archon Tau
Arinam
Arnor
Arretze
Ashtroth
Bellatrix
Bereg +R
Capha
Centauri
Dal Bootha
Darien
Druaa
El'nath
Fria
Garbozia
Gral
Hercant
Hope's End
Jord
Kamdorn
Lazar
Lesab
Lisis
Lisis II
Litra IV +C
Lodor
Loki
Lor
Maaluuk
Malice
Mallice
Mecatol Rex
Meer
Mehar Zull
Mellon
Mirage
Mol Primus
Muaat
New Albion
Perimeter
Primor
Quann
Qucen'n
Quinarra
Ragh
Rarron
Rigel I
Rigel II
Rigel III
Sakulag
Saudor
Starpoint
Tar'mann
Tequ'ran
Thibah
Torkan
Tren'lak
Tsion
Vega Major
Vega Minor
Velnor
Wellonn
Winnu
Xxehan
Zohbat
Saar
Saar
Saar
Antimass Deflectors
XRD Transporters
Total 3 1
Lisis II 1 0
Ragh 2 1
De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col. # # TG PC AC C
Round 0 Planet Tech
x8 x8 x5 x2 x4 ∞ ∞ x 12 x 12 x3 x6 x8 x8 x 40 <5 <7 SA
0 1 1 1 4 4 1 1 2 2 0 2 0 2
0 1 1 3 5 1 1 1 4 0 2 0 3
0 3 1 4 1 1 1 2 0 2 0 2
0 1 1 2 3 1 1 1 3 0 2 0 2
0 1 2 2 4 1 3 2 0 2 0 2
0 1 2 2 4 1 2 2 0 2 0 2
0 0 0 0 0 0
Round 1 0 0 0 0 0 0
5. Trade II 6. Warfare II 2. Diplomacy II 3. Assembly 7. Techno. II 1. Leadership
CC 2/3/3, 2 Fighters
Status Phase CC 1/3/1 CC 2/3/3 CC 2/3/2 CC 0/4/3 CC 2/3/2
on Mirage
0 2 1 2 4 6 1 1 5 2 0 2 1 1
0 2 1 3 3 7 1 1 4 4 1 0 1 2
0 4 1 6 1 1 5 2 0 2 1 2
0 1 3 1 2 5 1 1 4 3 0 0 3 0
0 2 2 2 4 1 1 5 3 0 1 1 2
0 1 4 4 6 2 7 2 2 0 1 2
0 0 0 0 0 0
Round 2 0 0 0 0 0 0
0 0 0 0 0 0
Primary
Strategy
Secondary
Strategies
Trade II results
Assembly
Agenda and
results
Action
Action
Action
Action
Action
Status Phase
0 2 1 2 4 6 1 1 5 2 0 2 1 1
0 2 1 3 3 7 1 1 4 4 1 0 1 2
0 4 1 6 1 1 5 2 0 2 1 2
0 1 3 1 2 5 1 1 4 3 0 0 3 0
0 2 2 2 4 1 1 5 3 0 1 1 2
0 1 4 4 6 2 7 2 2 0 1 2
CC Unit
VP
SA FS CP Strgth.
2 3 3 0 16
3 3 3 0 18
2 4 3 0 17
2 3 3 0 ###
2 3 3 0 15
2 3 3 0 15
CC Unit
VP
SA FS CP Strgth.
1 3 1 0 21
2 3 3 0 27
2 3 2 0 20
0 4 3 0 ###
2 3 2 0 19
2 3 3 0 27
Agenda and voting results
CC Unit
VP
SA FS CP Strgth.
1 3 1 0 21
2 3 3 0 27
2 3 2 0 20
0 4 3 0 ###
2 3 2 0 19
2 3 3 0 27
RACE-SPECIFIC TECHNOLOGIES
Zerg - Hyper Evolution (3):
You may now purchase technology, and when you do so, you may reduce the cost of each technology by 1
Terran Confederacy - Nuclear Warheads (4)
Before the first round of invasion combat (but after PDS fire), if you have any GF remaining you may inflict 2 casualties on any enemy GF
UED Fleet - Yamato Cannons (5)
Each Cruiser may fire once during the precombat fire stage of space combat (in addition to their normal attack)
Protoss Bretheren - Drone Automation (4)
Each carrier may produce 2 fighters at cost during the produce units step of any tactical or transfer action.
Xel'Naga - Juggernaught Caste (5)
Your Ground Forces now have the sustain damage ability
Fighter ½ - 9+ ∞
Destroyer 1 2 9+ x8 Anti-fighter beam (2D10)
Ground Force ½ - 8+ ∞
Shock Troop - - 5+ x 12 Capture Facility, SD & PDS / Die first during invasion / Should be with at least 1 GF
Space Mine 2 - 9+ x 12 Can damage each non-fighter ship ending their move in the space mine system
Refinery 1 x8 Production +1 / Planet is exhausted when refinery is built / Not considered as an unit
Colony 1 x8 Influence +1 / Planet is exhausted when colony is built / Not considered as an unit
The Winnu
Special Abilities :
- You are allowed to skip your action turn during the Action Phase (you may not skip two
such action turns in a row).
- You draw one additional Action Card during Status Phase.
- You are never limited to a hand size of Action Cards (ever).
- Once during the Strategy Phase you may look at one other player’s hand of Action Cards.
Home World(s) – Arc Prime (4r/0i) and Wren Terra (2r/1i)
Starting Units – 1 space dock, 1 dreadnought, 1 destroyer, 1 carrier 3 ground forces
Starting Tech – Hylar V Assault Laser, Antmass Deflectors
Leaders: 1 Diplomat, 1 Admiral, 1 General
Trade Agreements: 1, 1
Special Abilities :
- Before any Space Battle or Invasion Combat round, you may spend 1 Trade Goods to give
all your spaceships +1 or all of your ground forces +2 on their combat rolls (for that combat
round only).
- Your fleets may always contain one more ship than the number of Command Counters in
your Fleet Supply pool.
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
Leaders: 2 Scientists, 1 Admiral
Trade Agreements: 3, 1
Special Abilities :
- You receive -1 to all your combat rolls.
- 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.
Home World(s) – Moll Primus(4r/1i)
Starting Units – 1 carrier, 3 cruisers, 1 PDS, 4 ground forces, 1 space dock
Starting Tech – Hylar V Assault Laser, Enviro Compensator
Leaders: 1 Agent, 1 Admiral, 1 Diplomat
Trade Agreements: 1, 1
Special Abilities :
- You start the game with one additional Command Counter in your Fleet Supply pool.
- Before a space battle begins (in which you are a participant) you may fire up to two
Cruisers/Destroyers (or a mix thereof). The enemy takes casualties immediately with no
return fire allowed.
- During the Strategy Phase, you may take one Trade Good from up to two different players
(who have at least three Trade Goods).
Home World(s) – Lisis II (1r/0i) and Ragh (2r/1i)
Starting Units – 4 ground forces, 2 carriers, 2 fighters, 1 cruiser, 1 space dock
Starting Tech – Antimass Deflectors, XRD Transporter
Leaders: 1 Agent, 1 Admiral, 1 General
Trade Agreements: 2, 1
Special Abilities :
- Gain 1 Trade Good every time you acquire a new planet.
- Your Space Docks have a movement of 1 but cannot move & build in the same activation.
Your Space Docks are never on planets and have a production capacity of 4. If your Space
Dock is present in a system with enemy but no friendly ships, it is destroyed.
- You may fulfill objectives even if you don't control your Home System.
Home World(s) – Darien (2r/4i)
Starting Units – 4 ground forces, 2 carriers, 1 destroyer, 4 fighters, 1 space dock
Starting Tech – Hylar V Assault Laser, Automated Defense Turrets
Leaders: 1 General, 1 Diplomat, 1 Agent
Trade Agreements: 1, 1
Special Abilities :
- Before an Invasion Combat in which you are the attacker begins, you may roll 1 die. On a
5+ your opponent looses 1 Ground Force and you gain 1 Ground Force.
- Immediately before the second round of a Space Battle, you may discard one of your
participating Destroyers or Cruisers to choose one opposing ship present and immediately
inflict one hit on it.
- Once per turn, as an Action, you may place your control marker on an unexhausted Planet
Card you control. Until the end of the round, its Influence and Resource values are reversed.
Home World(s) – Winnu (3r/4i) Yellow tech discount
Starting Units – 3 ground forces, 1 carrier, 1 cruiser, 2 fighters, 1PDS, 1 space dock
Starting Tech – Antimass Deflectors, Enviro Compensator, Stasis Capsules
Leaders: 1 Scientist, 1 Admiral, 1 Agent
Trade Agreements: 3, 1
Special Abilities :
- You may always add Influence value of your Home System planet to your votes, even if is
exhausted.
- Your planets that contain at least 1 Ground Force are immune to the Local Unrest Action
Card.
- You do not need to spend a Command Counter to execute secondary ability of the
Technology Strategy.
Home World(s) – Muaat (4r/1i)
Starting Units – 4 ground forces, 1 war sun, 2 fighters, 1 space dock
Starting Tech – Enviro Compensator, Sarween Tools, War Sun
Leaders: 1 Scientist, 1 General, 1 Diplomat
Trade Agreements: 2, 2
Special Abilities :
- Your War Suns have a base movement of 1. This improves to 2 when you acquire the Deep
Space Cannon technology.
- As an action, you may spend 1 Command Counter from your Strategy Allocation Area to
place 2 free fighters or 1 free destroyer in any one system containing one of your War Suns
or your Space Docks.
- Your ship may move through but may not end their movement in Supernova systems.
TI3:SE Cards PRIMARY SECONDARY
A) Choose one system containing a planet you control. Each opponent must place a
2. - Claim an empty planet adjacent to a system you control.
CC from his reinforcements.
DIPLOMACY II B) Execute this card's secondary ability without paying a CC or any influence. Cost = 1 CC & 3 influences.
- Build in one of your system (even activated) containing a SD with a bonus of 4 - Build up to 3 units in one of your system (even activated) containing a SD.
4.
resources. - Building doesn't activate the system.
PRODUCTION - Building doesn't activate the system. Cost = 1 CC.
- Receive 3 Trade Goods OR Cancel up to 2 trade agreements (except Hacan's trade agreements).
5.
- All players receive Trade Goods from their active trade agreements minus 1 (except active player).
TRADE II - Open trade negotiations. Active player must approve all new Trade Agreements.
- Choose a system to place the High Alert token. Your ships in this system gain +1 - Move up to 2 of your ships from unactivated systems into any adjacent system you
6. movement and +1 on space combat rolls. control.
WARFARE II - You may move the High Alert token with any ships that move out of the system. The - This does not activate the destination system(s).
token is removed at the start of the Status Phase. Cost = 1 CC.
After selecting this card, reveal cards from the objective deck equal to the number of
bonus counters on this card.
8. - Receive 1 CC. - Draw 1 political card and 1 action card.
BUREAUCRACY - Draw the top 2 cards from the objective deck. Reveal one and place the other on Cost = 1 CC.
the top of the deck.
- You may immediately claim 1 public objective that you qualify for.
TI3 Cards 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,
8. - Draw and reveal the top card from the Objective Deck. even if you have already activated this system (building units here doesn't activate
IMPERIAL - Receive 2 Victory Points. the system).
Cost = 1 CC.
OPTIONS AND VARIANTS
- Game in 9 VP
- Option Long War : NO
- Option Age of Empire : NO
- Option Distant Suns : NO
- Option Leaders : NO
- Option Sabotage Runs : No
- Option Homeworld : YES
- Option Star in the Crown : NO
- Option Ancient Throne : NO
- Variant Imperial Strategy Card : NO
- Variant Strategy Cards : YES
- Variant Objectives : YES
- Variant Race-Specific Technologies : YES
- Variant Artifacts : No
- Variant Shock Troops : No - note that Hope's End gives you 2 regular Ground Forces
- Variant Space Mines : No
- Variant Wormhole Nexus : YES
- Variant Facilities : YES
- Variant Tactical Retreats : YES
- Variant New Distant Suns Domain Counters : NO
- Variant Territorial Distant Suns : NO
- Variant Voice of the Council : No
- Variant Simulated Early Turns : No
GENERAL GUIDELINES
- Basic rules of Twilight Imperium 3rd Edition, Twilight Imperium Expansion and Twilight Imperium 3rd Edition FAQ (version 1
(see House Rules below).
- The Game Master (GM) maintains the official count of all game variables, including, but not limited to, the game board, u
Counters), Command Counters, Planet Cards, Trade Cards, Trade Goods, Technology Advances, Action Cards, Political C
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 discrepa
and ask to correct the mistake. Any problems arising from a player's failure to notice such discrepancies will not be considere
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
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 a
- Q: Can the extra resource from multiple spacedocks with Sarween Tools be combined to purchase one unit (eg two spacedoc
- Q: Are fighters considered "ships" for the purposes of determining legal destination systems for In the Silence of Space? No
- Q: For elect two planet cards, does each player elect two planets or does each player vote for one planet and the highest and
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 resu
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 ab
- 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 tra
GM will accept majority opinion of FFG TI3 main forum [4], if player wishes to post a rules question not specifically covered her
In all other cases, GM will use TI3 Fan FAQ as basis for rulings not covered by standard rules and errata.
1. Strategy phase
1. Strategy Selection - Select Strategy cards as normal
2. Strategy Orders - Players simultaneously submit their Strategy "orders" to the GM by private message, declaring e xac
Secondary strategies they activate, and exactly what actions are taken.
3. Strategy Resolution - GM resolves the Strategy actions, in order. Apply the Primary strategy, then apply the Secondar
Assembly voting and continue Trade II negotiations. Work through all of the other active strategy cards. The GM publishes
remaining Trade and Assembly actions that need to be resolved.
4. Assembly and Trade (simultaneous): The Player presents the political card. All players debate and vote. Some trades
received, and GM updates accounting.
2. Tactical phase - Each person goes in order of their strategy cards
1. Movement - As normal. Each movement is considerd an "action" and should be listed in order because that may be im
played.
2. Response - After the movement is posted, any players may respond with action cards and any players engaged in com
and Invasion combats to the GM.
3. Resolve Combats - Resolve Space Combats (GM) and then Invasion Combats (GM)
4. Update map and statistics (GM)
3. Status phase
Number of Planets Total Unit Strength (compute
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10 Rd 0
0 2 5 0 16
0 1 4 0 18
0 1 5 0 17
0 1 4 0 14
0 3 5 0 15
0 2 7 0 15
7 28
26
6
24
5
22
0
4 0 20
0
3 0 18
0
16
2 0
14
1
12
0 10
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 Rd 2 Rd 3 Rd
6
0
5 0
0
4 0
0
3
0
2
0
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
Unit Strength (computed using unit costs)
Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
21
27
20
20
19
27
0
0
0
0
0
0
0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
GMT+2
GMT-6
GMT+1
GMT-6
GMT-6
GMT-6
GMT-6
Round 0
I chose to give Aroine his 2nd choice, so that Kruhland and Saduel could each have their 2nd choices too.
Round 1 strategy cards will be selected in the opposite order… starting with Naalu.
R0_1 Gredavin added at the last minute. He'll select an available race and pick home system last / strategy card first (i.e.
Status: To Do List:
x political cards: 2 to each player
x objective cards: 1 secret obj to each player
x objective cards: keep them secret, they turn over with the Bureaucracy card
x place home systems
x starting units on home systems
x reflect chosen colors on other tabs
x update trade card values on "Main" page
R0_2 Deleted the "map setup" tab because it should no longer be needed and it saves ~200k bytes
R1_1 Daniel78 made some good updates to the spreadsheet. "SD" indicates a space dock on a planet. Saar's space do
Spreadsheet enhancements: …as Paul_laxax(?) says on the forum "working hard to be a lazy GM"…
Made a username, email, and race/player list on the 'players' tab, for eacy copy/paste into forum or email.
Made conditional formatting for changes values on 'details' tab which will automatically highlight increase/decreases
Made a cool improvement to the 'main' planets list that allows a drop-down selection and auto-fills in the planet's va
Made a number of things on the 'main' and 'detail' page refer to each other to avoid double entry. Utilizes "RoundN"
Made drop-down list for each race's strategy card selection.
R1_7 Correction: Mentak acquired Garbozia during strat phase via Diplomacy II primary, option B
Correction: Winnu's GF should have been produced on the planet.
Hacan tactical completed.
Correction: Naalu could not use xfer action for homesystem/alpha. Needed two tacticals instead.
r 2nd choices too.
a lazy GM"…
o forum or email.
ighlight increase/decreases in values from the previous round
auto-fills in the planet's values obtained from the 'data' tab.
le entry. Utilizes "RoundN" to identify what round detail block to use for lookup.
Planet List
T R Name I Notes on using this list:
These *must* be in alphabetical order for the Lookup feature to work properly.
5 [0,0,0] 0 The top row is empty on purpose, so that the drop-down selection has a blank at the beginning o
R 1 Abadoon 0 The Data, Validation, List feature is used on the 'Main' tab in the planets list to make it very easy
3 Abyz 0 Unfortunately the Validation feature needs to have the list on the same tab as its used. Therefo
2 Archon Ren 3 a reference to this exact same list of planets located here. If you add a planet, just make sure
1 Archon Tau 1 the 'Main' tab.
B 1 Arinam 2
2 Arnor 1
2 Arretze 0
2 Ashtroth 0
R 0 Bellatrix 1
R 4 Bereg +R 1
3 Capha 0
1 Centauri 3
R 0 Dal Bootha 2
2 Darien 4
3 Druaa 1
B 2 El'nath 0
B 2 Fria 0
G 2 Garbozia 1
B 1 Gral 1
1 Hercant 1
ST 3 Hope's End 0
4 Jord 2
0 Kamdorn 1
1 Lazar 0
G 2 Lesab 1
2 Lisis 2
1 Lisis II 0
G 2 Litra IV +C 4
G 3 Lodor 1
1 Loki 2
R 1 Lor 2
0 Maaluuk 2
0 Malice 3
0 Mallice 3
1 Mecatol Rex 6
0 Meer 4
B 1 Mehar Zull 3
0 Mellon 2
FI 1 Mirage 2
4 Mol Primus 1
4 Muaat 1
G 1 New Albion 1
2 Perimeter 2
GF 2 Primor 1
G 2 Quann 1
1 Qucen'n 2
3 Quinarra 1
2 Ragh 1
G 0 Rarron 3
G 0 Rigel I 1
1 Rigel II 2
B 1 Rigel III 1
2 Sakulag 1
2 Saudor 2
3 Starpoint 1
1 Tar'mann 1
R 2 Tequ'ran 0
1 Thibah 1
B 0 Torkan 3
1 Tren'lak 0
TG 2 Tsion 2
2 Vega Major 1
B 1 Vega Minor 2
R 2 Velnor 0
1 Wellonn 2
Y 3 Winnu 4
G 1 Xxehan 1
B 3 Zohbat 1
a blank at the beginning of it.
ts list to make it very easy to enter planets.
e tab as its used. Therefore, the Main worksheet tab has
d a planet, just make sure it also shows up on the list on