Professional Documents
Culture Documents
Speaker
▼ Refineries = 2
PLANETS
PLANETS
NOTES
SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP Ancient Custodian automated defenses on
Mecatol as useless as solar powered flashlight
2 4 3 1 6 3 2 4 3 2 5 4 2 6 2 1 5 3
UED flies flag and yells out "Look at me!"
TOTAL =
2+1 2+1 1 1 1 1 2 2 2 1 3 1
TRADE
4 4 0 3 1 7
Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods
19
ACTIVE LAWS
Enviro Compensators Enviro Compensators Stasis Capsules Antimass Deflectors Enviro Compensators Hylar V Assault Laser
Council Elder (Elect - Xel'Naga)
Sarween Tools Antimass Deflectors Antimass Deflectors XRD Transporters Antimass Deflectors Assault Cannons
Juggernaught Caste XRD Transporters XRD Transporters Gen Synthesis Cybernetics Antimass Deflectors
TECHNOLOGIES
TECHNOLOGIES
Wormhole Reconstruction
Microtechnology Daxcive Animators Daxcive Animators Type IV Drives XRD Transporters XRD Transporters
XRD Transporters Cybernetics Drone Automation Cybernetics
AutoDefense Turrets Cybernetics
GIES
TE
AC AC AC AC AC AC
ACTION
ACTION
CARDS
CARDS
5 3 5 3 1 7
3 1 2 6 3 4 OBJECTIVES
Imperium Rex
GAME OVER
2 Secret Objective 2 VP
S
1 1 1 1 ARTIFACTS
S
0 Malice 3
3
5 Char 0
1
1
2 2
2 Ashtroth 0
Alpha Beta 1
Overmind Broods
2 Loki 2 1 1
Re 1 2
Asteroid Field
1 Tar'mann 1
1 [G]
G 2 Lesab 1 The Slumber The Beyond
2 1 2 Vega Major 1
Alpha
1
Beta
4 Xul'Thayros 4
SD 3[D]
1[A]
Xel'Naga UED
Beta
G 3 Quann 1 FI 1 Mirage 2
Re 1 SD 6 [G,S] 0 Meer 4 2 R 2 Velnor 0
2 1
1 Arcturus 1 SD
SD 1 [E]
1 1 2
4 Aiur 1 1 1
1 SD 1 1 0 Mellon 2 4
2
Protoss
Beta
1
Renegade Broods
5
Nebula
R 3 Tequ'ran 0
Re 2 SD 3 [G]
2 B 2 El'nath 0
B 3 Zohbat 1 SD
1
2
1
0 Korhal 2
1
3 Capha 0
2 B 0 Tor'kan 4
1 SD Co 2
4 Tarsonis 1
1 SD 1
Terrans
Speaker
0 0 0 0 0 0
Round 1 pacattus murph lost destiny redscare Vorocano Olmestig
Strategy
Imperial Warfare Diplomacy Trade Logistics Technology
Selection
Secondary
Warfare (racial)
Strategies
Diplomacy II Technology
Action T Activate Lesab T Activate Ashtroth S S Trade II T Activate Ion Storm S
Annex El'Nath Antimass Deflectors
Action S Imperial Build T Activate Char T Activate Lisis T Activate Zohbat T Activate Primor T Activate Capha
Action T Activate Rigel S Warfare Char T Activate El'Nath T Activate Sumerian S Logistics +0.1.3 T Activate Tarsonis
Action Pass T Activate Lodor T Activate Zerus T Activate Aiur T Activate Hope's End Pass
Action
Action
Speaker
0 0 0 0 0 0
Round 2 pacattus murph lost destiny redscare Vorocano Olmestig
Trade II results
Technology Political
Action S T Activate Lodor T Activate Mirage T Activate Quann T Activate Tar'mann S
Racial Tech (cc to fleet)
0 0 0 0 0 0
Round 3 pacattus murph lost destiny redscare Vorocano Olmestig
Strategy
Technology Initiative Imperial Trade Diplomacy Warfare
Selection
Secondary
Tech (racial tech) Tech (XRD)
Strategies
Technology Diplomacy
Action S T Activate Hopes End T Activate Hopes End T Activate Lodor S T Activate Mirage
(microtech + XRD) (Jam Tarmann)
Action T Activate XulTharos T Activate Char S Imperial T Trade T Activate Ion Storm T Activate Arcturus
Activate The
Pass
Shadow
Action Pass
X T 3 2 3 4 2 4
S 1 0 1 0 1 1
# #
Round 3 De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col.
Planet Tech
TG PC AC C
0 0 0 0 0 0
Round 4 pacattus murph lost destiny redscare Vorocano Olmestig
Strategy Wormhol
Initiative Imperial Logistics Trade Technology Political
Selection
Technology
Action T Activate Mallice S Imperial T Activate Primor T Activate Quann S T Activate Torkan
(XRD)
Activate
Action T Activate Rigel T Activate a/l/a S Logistics T T Activate Lodor A Rise of Messiah
Arinam/Meer
Action Pass Pass A Activate Zerus S Trade T Activate Hope's End S Political
Action Pass
0 0 0 0 0 0
Round 5 pacattus murph lost destiny redscare Vorocano Olmestig
Strategy
Diplomacy Trade Imperial Logistics Technology Initiative
Selection
Secondary
Logistics (2 CC) Logistics (1 CC) Logistics (2CC)
Strategies
Action T Activate Rigel S Trade S Imperial S Logistics T Activate MRex T Activate Mirage
Action
Action
Action
Action
Status Phase
X T 1 0 0 0 1 1
S 0 1 1 1 0 0
0 0 0 0 0 0
Round 6 Olmestig redscare lost destiny pacattus Vorocano murph
2. Diplomacy II 5. Trade II 8. Imperial II 4. Logistics 7. Techno. II 1. Initiative
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
X T 0 0 0 0 0 0
S 0 0 0 0 0 0
Wormhole Reconstruction
Passed
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
RACE-SPECIFIC TECHNOLOGIES
Overmind Broods - Hyper Evolution (5):
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 (2)
Each carrier may produce up to 2 fighters at cost during the produce units step of any tactical or transfer action, carrier capacity is also increased by 2.
Xel'Naga - Juggernaught Caste (6)
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 hits.
Unit Cost Mov Hit Max Special
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
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
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.
Xel'Naga
- Game in 10 VP
- Option Long War : ?
- Option Age of Empire : YES
- Option Distant Suns : NO
- Option Leaders : YES
- Option Sabotage Runs : no
- Option Homeworld : YES
- Option Star in the Crown : ?
- Option Ancient Throne : ?
- Variant Imperial Strategy Card : YES
- Variant Strategy Cards : YES
- Variant Objectives : YES
- Variant Race-Specific Technologies : YES
- Variant Artifacts : YES
- Variant Shock Troops : YES
- 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.
- 24 hours is the time allotted to player reaction to particular events. After this time the GM may choose to proceed with play.A
RULES CLARIFICATIONS
- 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
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.
Player # Race Username First Name Email
1 Olmestig
2 redscare
3 lost destiny
4 pacattus
5 Vorocano
6 murph
Username List: Olmestig, redscare, lost destiny, pacattus, Vorocano, murph, Eppic
Email List: 0, , , , , , Matthewjoelepp@hotmail.com
Race/Player: /Olmestig, /redscare, /lost destiny, /pacattus, /Vorocano, /murph, GM/Eppic
Time Zone
GMT+2
GMT-6
GMT+1
GMT-6
GMT-6
GMT-6
GMT-6
, /murph, GM/Eppic
UED Terran Protoss O.Zerg
Admiral [A] Dugalle Mengsk Tassadar x
General [G] Stukov Duke Zeratul Zig
General [G] x x x Zag - Deceased
Scientist [S] x Magellan Aldaris x
Diplomat [D] x x x x
Agent [E] Duran x x Zorn
Xel'Naga R.Zerg
Kang Arc'trus x
x Torrasque
x Kukulza
Eldrad Ka'yontir x
Abbraxas Mexar'Xul x
x Zasz
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