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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

G 2 Lesab 1 The Slumber The Beyond


2 Vega Major 1

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

The Drift ST 3 Hope's End 0 The Edge GF 2 Primor 1


B1 Rigel III 1 R 0 Bellatrix 1
Re Pds SD GF/ST
1 Mecatol Rex 6
3
Beta B 1 Arinam 2 2 Lisis 2

G 2 Quann 1 <- - - - - - - - - - - - - > FI 1 Mirage 2


0 Meer 4 R 2 Velnor 0
Gamma
Nebulae Connection Ion Storm
^
The Void |
|
Delta |- - - - - >
|
Connection |
|
0 Mellon 2 |
|
<- - - - - - - - - - - - - - - - - - - - - - - - - - - - - >
Location1 Location5
Delta
Connection
B 2 El'nath 0
B 3 Zohbat 1
<- - - - - - - - - - - < ^ ^>- - - - - - - - - - - >
| |
Omega | | Omega
| |
Connection | | Connection
^<- - <- - - - - - - - - - - - - > - - >^

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 ### ### ###

Trade Trade Trade Trade Trade Trade


Agreements Agreements Agreements Agreements Agreements Agreements

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

Secret Objective (2 VP)


S

Planet List to use on this page.

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 0 0 0 0 0
Round 1 0 0 0 0 0 0

Primary
Strategy

Secondary
Strategies

Trade II results

Assembly
results

Action

Action

Action

Action

Action

Status Phase

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

De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col. # # TG PC AC C


Round 1 Planet Tech
x8 x8 x5 x2 x4 ∞ ∞ x 12 x 12 x3 x6 x8 x8 x 40 <5 <7 SA

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

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

De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col. # # TG PC AC C


Round 2 Planet Tech
x8 x8 x5 x2 x4 ∞ ∞ x 12 x 12 x3 x6 x8 x8 x 40 <5 <7 SA

0
CC Unit
VP
SA FS CP Strgth.

0 0

0 0

0 0

0 0

0 0

0 0

CC Unit
VP
SA FS CP Strgth.

0 0

0 0

0 0

0 0

0 0

0 0
Agenda and voting results

CC Unit
VP
SA FS CP Strgth.

0 0

0 0

0 0

0 0

0 0

0 0
RACE-SPECIFIC TECHNOLOGIES
Overmind Broods - 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 (3)
Each carrier may produce 2 fighters at cost during the produce units step of any tactical or transfer action.
Xel'Naga - Juggernaught Caste (4)
Your Ground Forces now have the sustain damage ability
Renegade Broods - Ravager Strain (2)
Your Ground Forces receive +1 to combat rolls. On a roll of 10 they inflict 2 casualties.
Unit Cost Mov Hit Max Special

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

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

Cruiser 2 2 7+ x8 Lay mines

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

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

PDS 2 - 6+ x6 Planetary shield / Space Cannon

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

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

Yin Mentak Hacan Muaat Winnu Saar

- Technology discount of 2 credits rather than 1 on technological planets


- Cost of SD = 2 resources
SCIENTIST (S) - PDS +1 on any rolls
- Planets with PDS and Scientist can't be bombarded by WS

- Delay invasion for 1 round


DIPLOMAT (D) - Can move through opponent's fleet (with opponent's permission)

- Reroll up to 2D10 per round (invasion)


GENERAL (G) - Bombardement -4 for Dreadnaught and WS (defense)
- GF +1 combat (defense)

- Combat +1 additional D10


ADMIRAL (A) - Movement Dreadnaught +1
- Opponent can't retreat (except if an another Admiral is present)
- No ennemy PDS fire during invasion
AGENT (E) - If invasion is succesful, ennemy Facility, PDS and SD can be captured
- Sacrifice to Sabotage an Action Card
TI3:SE Cards PRIMARY SECONDARY

1. - Receive 3 CC. - Receive 1 CC for every 2 influences spent (up to 3 CC maximum).


LEADERSHIP - You may execute immediately this card's secondary ability. Cost = Tap planets.

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.

- Draw 1 political card and 2 action cards.


A) If you are not the Speaker, claim the Speaker token. Choose one other player to - Refresh any number of your planet cards with total combined resource and
3.
play a political card and resolve its agenda. influence of 6 or less.
ASSEMBLY B) Choose one other player to claim the Speaker token. Play a political card from Cost = 1 CC.
your hand and resolve its agenda.

- 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.

7. - Receive 1 technology advance. - Receive 1 Technology advance.


TECHNO II - You may buy a second technology advance at the cost of 8 resources. Cost = 1 CC & 6 resources.

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

- 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 = Tap 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.

- 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.
Xel'Naga

The Protoss Bretheren

The Overmind Broods

The Terran Confederacy

United Earth Directorate Fleet

The Renegade Broods


The Yssaril Tribes

The Barony of Letnev

The Universities of Jol-Nar

The Mentak Coalition

The Clan of Saar


The Yin Brotherhood

The Winnu

The Embers of Muaat


Home World(s) – Xul'Thayros 4/4
Starting Units – 1 Dread, 1 Carrier, 3 GF, 2 PDS, 1 Fighter, 1 Spacedock
Starting Tech – Enviro Compensator, Sarween Tools
x
Trade Agreements: 2, 1
Special Abilities :
- You receive a -1 penalty to your fleet supply
- The wormholes in your homesystem are usable only by you.
- When purchasing technology, you may ignore any prerequisits if you posses a planet with
the corresponding technology specialty.

Home World(s) – Auir 4/1 Shakuras 2/2


Starting Units – 1 space dock, 2 Carriers, 2 GF, 2 PDS, 2 Fighters, 1 Cruiser
Starting Tech – Antimass Deflectors, GenSynthesis, Type IV Drives
x
Trade Agreements: 2, 1
Special Abilities :
- The cost of all your units is increased by 1 resource
- Enemies receive -1 to all combat rolls against you.
Home World(s) – Char 5/0
Starting Units – 1 space dock, 5 GF, 1 PDS, 1 Carrier, 2 destroyer
Starting Tech – Enviro, Antimass, XRD, Daxcive
x
Trade Agreements: 1, 1
Special Abilities :
- The carrying capacity of all your ships able to carry units is increased by 2
- You cannot purchase technology or vote in the Galactic Senate
- After successfully winning any space battle or planetary invasion, you may spend a
command counter from your
strategy allocation to duplicate one that opponents technology advancements as long as
you have the prerequisites
Home World(s) – Tarsonis 4/1 Korhal 0/2
Starting Units – 1 space dock, 3 GF, 1 PDS, 1 Carrier, 1 destroyer, 1 Dread, 2 Fighters
Starting Tech – Hylar V Assault Laser, Assault Cannons
x
Trade Agreements: 2, 2
Special Abilities :
- You may fire with up to 4 Fighters before any combat or precombat shots are fired.
Causualties are taken
immediately with no return fire allowed
- Your Ground Forces may ignore the first casualty during invasion combat and receive +1
to combat rolls when defending
- Your Dreadnoughts may roll 2 dice during bombardment
x
Starting Units – 2 Carriers, 4 Ground Forces, 1 Dread, 6 Fighters, 2 PDS
Starting Tech –Enviro Compensator, Antimass Deflectors, Cybernetics
x
Trade Agreements: 3, 1
Special Abilities :
- You have no homesystem, but you start the game with 4 Trade Goods and 1 additional
counter in your strategy allocation pool
- When performing the secondary of Warfare, you may perform the primary instead
- Your cruisers have the ability to sustain damage, but your Dreadnaughts do not
Home World(s) – Zerus 4/0
Starting Units – 1 space dock, 6 GF, 1 PDS, 1 Carrier, 1 Cruiser
Starting Tech – Stasis, Antimass, XRD, Dacxive
x
Trade Agreements: 2, 1
Special Abilities :
- Each one of your fleet command counters allows for 2 ships per system (instead of the
default of 1)
- You cannot purchase technology or vote in the Galactic Senate
- After successfully winning any space battle or planetary invasion, you may spend a
command counter from your
strategy allocation to duplicate one that opponents technology advancements as long as
you have the prerequisites
Home World(s) – Retillion (2r/3i) and Shalloq (1r/2i)
Starting Units – 1 space dock, 5 ground forces, 1 PDS, 2 carriers, 1 cruiser, 2 fighters
Starting Tech – Antimass Deflectors, XRD Transporter
Leaders: 1 Admiral, 2 Agents
Trade Agreements: 2, 1

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.
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.

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 Repair
Direct Hit! re-damages it, but does not kill it.
- Players MAY, if they choose, build a Space Dock in the system they are not building units in during a Transfer Action.
- When purchasing a Technology Advance, you can apply the Technology Specialty discount from a planet even if that planet i
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 ha
or defender) during a single round of combat.
- The Diplomatic Immunity Action Card should read "round" instead of "turn".
RULES TO SAVE TIME
- During voting, if it is apparent to the GM that the outcome is certain, minority voters may be marginalized (forced to abstain) to
- Any action card that could normally be played as a response to a previous action card, can be played after the previous action
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
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
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 d
secondary activation is, this is still possible. If you are after that player in the turn order, submit your conditional activation in the
order. After resolving them, the GM will post secondary activation results to all players. Note that this does not apply to the sec
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
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.

Individual Turns -- Rules and Turn Order


Turn order

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 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0

1 11

11

11

11
0
11
0
0 11
0
10
0
0 10

10

10

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

Victory Points Unit-to-Planet ratio (total unit


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 0 0 0 ###
0 0 0 0 ###
0 0 0 0 ###
0 0 0 0 ###
0 0 0 0 ###
0 0 0 0 ###

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
0
0
0
0
0
0

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

to-Planet ratio (total unit strength / number of planets owned)


Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
###
###
###
###
###
###
Player # Race Username First Name Email

GM GM Eppic Matt Matthewjoelepp@hotmail.com

Username List: 0, , , , , , Eppic


Email List: 0, , , , , , Matthewjoelepp@hotmail.com
Race/Player: /, /, /, /, /, /, GM/Eppic
Time Zone

GMT+2

GMT-6

GMT+1

GMT-6

GMT-6

GMT-6

GMT-6
Round 0

R0_0 Pick Races


1 2 3
Aroine Winnu Naalu
Daniel78 Mentak
Eppic Hacan
Kruhland Hacan Sol
Saduel Hacan Winnu Sol

Eppic, Kruhland, Saduel. Which gets Hacan?


Dice roll 1 results: 10, 1, 2,
Eppic does.

I chose to give Aroine his 2nd choice, so that Kruhland and Saduel could each have their 2nd choices too.

Pick home system location

Naalu:arione, Mentak:daniel78, Winnu:saduel, Hacan:eppic, Sol:kruhland


Dice roll 1 results:
2, 9, 6, 4, 8,

The pick order is:


Mentak daniel78
Sol kruhland
Winnu saduel
Hacan eppic
Naalu aroine
L1Z1X gredavin

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

Mecatol Rex corrected to be 1, 6

R0_2 All home systems have been placed.


All spreadsheet tabs have been updated and I believe they are correct.

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

I added Pub. Objective #1


I corrected L1z1x starting fleet
The counters for L1z1x is 3/3/3, right?

R1_2 Corrected L1z1x fleet on the 'details' tab


Corrected Winnu fleet on 'map' tab. They don't have a dreadnought!
Corrected Saar fleet data on 'detail' tab.

Spreadsheet updated as part of Strategy Phase, Round 1.

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_4 Strategy phase finished.


Fleet Restrictions was enacted as a Law, resulting in these losses all in their home systems:
Naalu: 2 fighters
L1Z1x: 1 fighter
Mentak: 1 Cruiser

Trade agreements were set up.

GM ruled that Production primary gets 4 bonus resources instead of 2.

R1_5 Naalu tactical


Saar tactical

R1_6 Mentak, Winnu, L1z1x tacticals.

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.

last / strategy card first (i.e. Speaker for Round 1)


a planet. Saar's space dock is shown as floating.

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

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