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CC

Jord 4 2 Nom R I T
SD Pds SD GF
Qucen'n 1 2 New Albion 1 1 G
1 2 D Cr Dr W Ca Fi
Rarron 0 3 G 7 Starpoint 3 1 Pds GF

Abyz 3 0

Lodor 3 1 G Wellonn 1 2 Fria 2 0 B


1
Alpha Retillion 2 3
1 SD
[0,0,0] 5 0 Vetful II 2 0 R Shalloq 1 2
Asteroid Field
SD
Arinam 1 2 B Mellon 0 2
1 3 1 2 2
1 4 Tar'mann 1 1 Meer 0 4 Zohbat 3 1 B 1 5

Coorneeq 1 2 R Centauri 1 3

Resculon 2 0 Dead end Gral 1 1 B


Asteroid Field

Mecatol Rex 1 6 Blue void


Supernova

Tequ'ran 2 0 R
1
Empty hole Saudor 2 2 Torkan 0 3 B
1
Alpha Arnor 2 1
1 1 2
Mehar Xull 1 3 B Lor 1 2 R
Arretze 2 0
Nar 2 3 Beta SD
2 SD Hercant 1 1
Jol 1 2 Far reach Space 999
1 Kamdorn 0 1
Bereg 3 1 R Lazar 1 0
1 1 1 1 1 1
Litra IV 2 3 G Sakulag 2 1 Thibah 1 1 2
1
Dal Bootha 0 2 R
1
Quann 2 1 G Xxehan 1 1 G

Beta Arc Prime 4 0


1 SD
Wren Terra 2 1

1 1
3
Jol-Nar Sol Hacan Yssaril L1z1x Letnev
Round
1. Initiative 3. Political 4. Logistics 5. Trade 7. Techno. 8. Imperial

Turn 1 T Bereg / Litra IV R +2 GF > Jord T Tequ'ran / Torkan R Skip S Techno. T Quann

Turn 2 T HS S Political S Logistics S Trade T Lodor

Turn 3

Turn 4

Turn 5

Turn 6

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

Richimed (Richard) Grunk (Jason) Sitko (Brad) FunkyBunch (Mark) Chovesh (Aaron) Loren17 (Thomas)
Yssaril Sol Jol-Nar L1z1x Hacan Letnev BONUS

STRAT. 5. Trade 3. Political 1. Initiative 7. Techno. 4. Logistics 8. Imperial 1. Initiative

Total 3 5 Total 4 2 Total 8 9 Total 8 1 Total 5 5 Total 6 1 2. Diplomacy x


Retillion 2 3 Jord 4 2 Nar 2 3 x [0,0,0] 5 0 Arretze 2 0 Arc Prime 4 0
Shalloq 1 2 Jol 1 2 x Lodor 3 1 G x Hercant 1 1 Wren Terra 2 1 3. Political
Bereg 3 1 R x Kamdorn 0 1
Litra IV 2 3 G x Tequ'ran 2 0 R x 4. Logistics

PLANETES
PLANETES

Torkan 0 3 B x
5. Trade

6. Warfare x

7. Techno.

8. Imperial
Sarween Tools +1 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 2 3 1 3 3 2 2 5 3 2 3 2

Trade Trade Trade Trade Trade Trade


Agreements Agreements Agreements Agreements Agreements Agreements

TOTAL =
2 1 2 2 3 1 1 1 3 3 1 1
TRADE
TOTAL =
TRADE
2 2 2 2 5 2

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

15
ACTIVE LAWS
Antimass Deflectors Antimass Deflectors Hylar V Assault Laser Hylar V Assault Laser Enviro Compensator Hylar V Assault Laser
XRD Transporter Cybernetics Antimass Deflectors Stasis Capsules Sarween Tools Antimass Deflectors
Enviro Compensator Cybernetics

TECHNOLOGIES
TECHNOLOGIES

Sarween Tools Enviro Compensator


Deep Space Cannon Antimass Deflectors
ACTION

ACTION
CARDS
CARDS

0 3 1 0 1 0

Richimed (Richard) Grunk (Jason) Sitko (Brad) FunkyBunch (Mark) Chovesh (Aaron) Loren17 (Thomas)
Yssaril Sol Jol-Nar L1z1x Hacan Letnev
VP

0 0 0 0 0 0 OBJECTIVES
STAGE 1
STAGE 2

Secret Objective (2 VP)


S
De Cr Dr Ws Ca Fi GF SD PDS # # TG AC CC
Round 0 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP

Yssaril 1 2 2 5 1 1 2 2 0 0 2 3 3 0 ###

Sol 1 2 5 1 1 2 0 0 2 3 3 0 ###

Jol-Nar 1 2 1 2 1 2 2 4 0 0 2 3 3 0 ###

L1z1x 1 1 3 5 1 1 1 4 0 0 3 3 3 0 18

Hacan 1 2 2 4 1 3 2 0 0 2 3 3 0 15

Letnev 1 1 1 3 1 2 2 0 0 2 3 3 0 ###

Jol-Nar Sol Hacan Yssaril L1z1x Letnev


Round 1
1. Initiative 3. Political 4. Logistics 5. Trade 7. Techno. 8. Imperial

Turn 1

Turn 2

Turn 3

Turn 4

Turn 5

Turn 6

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

De Cr Dr Ws Ca Fi GF SD PDS # # TG AC CC
Round 1 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP

Yssaril 1 2 2 5 1 1 2 ###

Sol 1 2 7 1 2 ###

Jol-Nar 1 2 1 2 1 4 5 ###

L1z1x 1 1 3 5 1 1 5 18

Hacan 1 2 2 4 1 2 15

Letnev 1 1 1 3 1 2 ###

Blue : growing / Red : decreasing


Opposing Forces Losses

Space Battle
Invasion
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 &
readnoughts
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
uring 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) – 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
Trade Agreements: 2, 1
The Yssaril Tribes 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) – Jord(4r/2i)
Starting Units – 5 ground forces, 2 carriers, 1 destroyer, 1 space dock
Starting Tech – Antimass Deflectors, Cybernetics
The Federation of SolTrade Agreements: 2, 2
Special 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.
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 :
Universities of Jol-Nar
- You receive -1 to all combat rolls during Space Battles and Invasion Combat.
- 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) – [0,0,0](5r/0i) “Null”
Starting Units – 1 space dock, 1 carrier, 5 ground forces, 1 dreadnought, 3 fighters, 1 PDS
Starting Tech –Enviro Compensator, Stasis Capsules, Cybernetics, Hylar V Assault Laser
Leaders: 1 Diplomat, 1 Scientist, 1 Agent
The L1Z1X Mindnet Trade Agreements: 1, 1
Special Abilities :
- The base cost of your Dreadnoughts is 4.
- Your Dreadnoughts receive +1 during Space Battles and your ground forces receive +1 when
attacking during Invasion Combat.
- You start with one extra Command Counter in your Strategic Allocation pool.
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
Starting Tech – Enviro Compensator, Sarween Tools
Trade Agreements: 3, 3

The Emirates of Hacan


Special Abilities :
- Your trades do not require approval during Trade Negotiations.
- 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.
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
Trade Agreements: 1, 1
The Barony of LetnevSpecial Abilities :
- Before any Space Battle or Invasion Combat round, you may spend 2 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.
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 = 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,
- 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 Private 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.
Race Username First Name Email Time Zone

Yssaril Richimed Richard richimed@yahoo.com GMT - 5

Sol Grunk Jason jtnoel@gmail.com GMT - 5

Jol-Nar Sitko Brad sitkogm@yahoo.com GMT - 6

Lizix FunkyBunch Mark a6a2936@telus.net GMT - 8

Hacan Chovesh Aaron abianco@borealis.com GMT - 6

Letnev Loren17 Thomas irajesusfreak@hotmail.com GMT - 7

GM Daniel78 Daniel dpham@informatica.com GMT + 1

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