CC
Ashtroth
2
0
Loki
1
2
Nom Lead Pds D
Tar'mann
1
1
1
Ion Storm 1
2 R
Resculon
2
0
El'nath
2
B E T A
0 B
Tsion
2
2
Bellatrix
0
1 R
Vega Minor
1
2
B
Vega Major
2
1
§
Xxehan
CC
2 R
1
1 G
§
Hope's End
3
R I SD
Cr Dr W Ca Pds
T GF/ST
Fi GF/ST
HIGH ALERT
1
2
Supernova
Rarron
0
3 G
Asteroid Field Wormhole
Capha
ST
3
0
A Mecatol Rex 1 Mellon
0
2
6
2
§
Chinese Homestyle Arnor
2
1
§
Lor
1
2 R
Mallice Lazar
1
0
Sakulag
2
1
3 Zohbat
3
1 B Sumerian
2
2
TG
Arturus
1
1
§
Supernova 2
A
Mirage
Ion Storm 2
Thibah
D
0
Tequ'ran
2
0 R
Torkan
0
3 B
Mine
Nom Lead Pds
Qucen'n
Nebula 1
Welch Ave Station 0
Ion Storm
Fi GF/ST
TG
Nebula 2
Dal Bootha
Nebula
GF/ST
A'
Supernova 1 1
Pds
T
0 R
Pizza Pit
Coorneeq
R I SD
Cr Dr W Ca
Flying Burrito Abaddon
Mine
1
1
1
2
FI
0
B 3E§ T A
SPEAKER
Saar
Current Round
De
Cr
Dr
Ws
Ca
Fi
GF
ST
x8
x8
x5
x2
x4
∞
∞
x 12
Turn 1
Sardakk
7
3
1
3
5
12
Turn 2
Saar
3
6
3
1
10
5
Turn 3
Mentak
2
6
1
2
8
8
Turn 4
Letnev
8
3
2
3
8
14
Turn 5
Muaat
Turn 6
Jol-Nar
Round 6
1.
Letnev
Leadership
3.
Mentak
Assembly
4.
Muaat
Production
5.
Sardakk
Trade II
6.
Jol-Nar
Warfare II
8.
Bureaucracy
22 3
3
2
2
2
Turn 7 Turn 8
Total:
14 9
1
6
3
x x
FI
NateTehAggresar Letnev Unspent: 10 7 Arc Prime 4 0 Wren Terra 2 1 Sumerian 2 2 TG x Tequ'ran 2 0 R Torkan 0 3 B Thibah 1 1 Lor 1 2 R
Arvidos Muaat Unspent: 8 2 Muaat 4 1 Zohbat +R 4 1 B
x
7/9
CP
x x
StarfuryCT Mentak Unspent: 9 7 Moll Primus 4 1 Lazar 1 0 Sakulag 2 1 Mirage 1 2 Mallice +R 1 3
Total:
14 13
SA FS 2
6
6/8
CP 1
Total: 9 7 4/5 Sarween Tools +1
SA FS CP 2
5
3
Total:
12 9
SA FS 2
7
5/7
CP 2
Total: 8 2 1/2 Sarween Tools +1
SA FS CP 3
1
3
Clove Jol-Nar Unspent: 14 13 Nar 2 3 Jol 1 2 Coorneeq +R 2 2 Resculon +R 3 0 Tar'mann +R 2 1 El'nath 2 0 Mellon 0 2 Dal Bootha 0 2 Xxehan +R 2 1
BONUS R
B § R G
Total: 14 13 7/9 Sarween Tools +1
1
4
2
1.
Leadership
2.
Diplomacy II
3.
Assembly
4.
Production
5.
Trade II
6.
Warfare II
7.
Techno. II
8.
Bureaucracy
NOTES
SA FS CP CC
CC
SA FS
Notpsychoyet Saar Unspent: 4 12 Ragh 2 1 Lisis II 1 0 Qucen'n 1 2 Rarron 0 3 G Capha +R 4 0 Hope's End 3 0 ST Mecatol Rex 1 6 Arnor 2 1 §
PLANETS
PLANETS
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
MaximumPain Sardakk N'orr Unspent: 12 7 Quinarra 3 1 Tren'lak 1 0 Ashtroth 2 0 Loki 1 2 Abaddon +R 2 0 R Vega Minor 1 2 B Vega Major 2 1 § Bellatrix 0 1 R Tsion 2 2 TG
2
x
x
3
10
1
CC
CC
10
Total CC /16 =
9
2
2
2
1
1+1
Trade Agreements
1+1
0
0
0
0
0
Trade Goods
Trade Goods
Trade Goods
Trade Goods
Trade Goods
Trade Goods
Hylar V Assault Laser Deep Space Cannon Auto. Defense Turrets
Antimass Deflectors XRD Transporters Floating Factories Cybernetics Hylar V Assault Laser
Hylar V Assault Laser Enviro Compensator Sarween Tools Deep Space Cannon War Sun Stasis Capsules Cybernetics
Hylar V Assault Laser Antimass Deflectors XRD Transporters Auto. Defense Turrets Cybernetics Gen Synthesis
Enviro Compensator Sarween Tools War Sun Micro Technology Nano Technology Hylar V Assault Laser Deep Space Cannon Neural Motivator
Hylar V Assault Laser Antimass Deflectors Enviro Compensator Sarween Tools XRD Transporters Deep Space Cannon War Sun Magen Defense Grid Lightwave Deflector
TECHNOLOGIES
0
3
Total Tech. =
5
Total Tech. =
7
Total Tech. =
6
Total Tech. =
8
Total Tech. =
AC
AC
AC
0
0
0
0
0
0
1 AC /Status
1 AC /Status
1 AC /Status
1 AC /Status
2 AC /Status
1 AC /Status
PC
PC
PC
PC
PC
PC
0
0
0
0
0
0
MaximumPain
Notpsychoyet
StarfuryCT
NateTehAggresar
Arvidos
Clove
Sardakk N'orr
Saar
Mentak
Letnev
Muaat
Jol-Nar
0
0
0
0
0
0
PC
AC
(5 PC max)
AC
AC
AC
ACTIVE LAWS
9 (7 AC max)
CARDS
1
7
TECHNOLOGIES
ACTION
Trade Agreements
Total CC /16 =
0
CARDS
1
7
TOTAL TG /40 =
Trade Agreements
Total CC /16 =
1
Trade Agreements
11
3
POLITIC.
Total CC /16 =
Trade Agreements
1
VP
10
Trade Agreements
Total Tech. =
ARTIFACTS
Total CC /16 =
2
TRADE
Total CC /16 =
OBJECTIVES Blue Artifact § Green Artifact § Yellow Artifact §
STAGE 1 STAGE 2 S
Secret Objective (2 VP)
SPECIAL SYSTEMS
Nebula
Ships cannot move through (but may move into) nebula. Any fleet defending in a nebula receives +1 to combat rolls. Any ship leaving a nebula always has its movement reduced to 1.
on Storm
Ships cannot move through an ion storm. PDS cannot fire into an ion storm. Fighters do not fight within an ion storm.
upernova
Ships may not pass through or end movement in a supernova system.
Asteroid Field
Ships may not pass through asteroids unless player has the Antimass Deflector technology. Ships may never end movement in system.
Wormhole
A system with a wormhole is considered adjacent to the system with the other end for purposes of movement.
ST
Mine
SD
PDS
Ref.
Col.
x 12
x 12
x3
x6
x8
x8
3
6
3 2
2
1
Total Value
Previous Round
De
Cr
Dr
Ws
Ca
Fi
GF
ST
Mine
SD
PDS
Ref.
Col.
x8
x8
x5
x2
x4
∞
∞
x 12
x 12
x3
x6
x8
x8
1
61
Sardakk
7
3
1
3
5
12
3
6
1
61
1
1
59
Saar
3
5
2
1
10
3
1
49
1
1
44
Mentak
2
6
1
2
8
8
2
1
44
48
Letnev
8
3
2
3
8
14
1
22
2
4
1
28
2
6
4
82
1
1
1
Rd
2
4
1
28
Muaat
2
6
4
82
Jol-Nar
Who
Action Card
DISCARDED CARDS Rd Who
3
3
2
2
Political Card
2
3
10
2
1
1
1
3 1
Total Value
48
RACE-SPECIFIC TECHNOLOGIES Jol-Nar - 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.
Yssaril - Shuttle Logistics (3 resources): At start of status phase, choose a system not containing enemy ships. Your GF in this system may move to any friendly planet in same or adjacent system (that does not contain enemy ships).
Sardakk N'orr - Berserker Genome (5 resources): Roll a die for each unit you lost at end of space combat round 1. If you roll at least one '10', your opponent must take 2 additional casualties.
L1z1x - Dreadnought Invasion Pod (2 resources): Dreadnoughts may carry one additional GF.
Mentak - Salvage Operations (4 resources): Gain 2 TG at end of each space combat you participated in. If you won, you may build a ship in this system that was destroyed in combat (you must pay for it) .
Hacan - 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.
Xxcha - 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.
Naalu - Telepathic Mind Weapon (5 resources): When an opponent activates a system you control, he immediately loses one CC from ship supply.
Letnev - L4 Disruptors (6 resources): You may use your race's special ability during Invasion Combat without paying any TG.
Sol - Mark II Advanced Carriers (4 resources): Your Carriers now have a capacity of 8 and gain the "sustain damage" ability.
Saar - Foating Factory (3 resources): Your Space Docks now have a production capacity of 5, movement of 2 and can support 5 fighters.
Yin - Fanaticism (4 resources): You may use your race special ability twice at the start of each invasion combat.
Winnu - Bioptic Recyclers (3 resources): As an action, discard an action card from your hand and receive 2 TG or one CC.
Muaat - Magmus Reactor (5 resources): Your War Suns get +1 movement and cost 10 ressources.
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
SCIENTIST (S)
- Technology discount of 2 credits rather than 1 on technological planets - Cost of SD = 2 resources - PDS +1 on any rolls - Planets with PDS and Scientist can't be bombarded by WS
DIPLOMAT (D)
- Delay invasion for 1 round - Can move through opponent's fleet (with opponent's permission)
GENERAL (G)
- Reroll up to 2D10 per round (invasion) - Bombardement -4 for Dreadnaught and WS (defense) - GF +1 combat (defense)
ADMIRAL (A)
- Combat +1 additional D10 - Movement Dreadnaught +1 - Opponent can't retreat (except if an another Admiral is present)
AGENT (E)
- No ennemy PDS fire during invasion - If invasion is succesful, ennemy Facility, PDS and SD can be captured - Sacrifice to Sabotage an Action Card
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 Leaders: 1 General, 1 Diplomat, 1 Scientist Trade Agreements: 3, 3 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 The Emirates of Hacan 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) – Archon Ren (2r/3i) and Archon Tau (1r/1i) 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 The Xxcha Kingdom primary action instead. - 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. 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 Starting Tech – Antimass Deflectors, Enviro Compensator Leaders: 1 Diplomat, 1 Admiral, 1 Agent Trade Agreements: 2, 1 Special Abilities : - The initiative number on your chosen Strategy card is always considered to be zero (this means you’re always first in the order of play). - 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.
The Naalu Collective
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 Special Abilities : The Federation of Sol
- 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) – [0,0,0] (5r/0i) 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 Trade Agreements: 1, 1
The L1Z1X Mindnet Special Abilities :
The Sardakk N’orr
The Yssaril Tribes
- 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. Racial Technology : Dreadnought Invasion Pod (2 resources): Dreadnoughts may carry one additional GF. Home World(s) – Quinarra (3r/1i) and Tren’Lak (1r/0i) Starting Units – 5 ground forces, 1 carrier, 1 cruiser, 1 PDS, 1 space dock Starting Tech – Hylar V Assault Laser, Deep Space Cannon Leaders: 2 Generals, 1 Admiral Trade Agreements: 2, 1 Special Abilities : - You receive +1 to your combat rolls. Racial Technology : Berserker Genome (5 resources): Roll a die for each unit you lost at end of space combat round 1. If you roll at least one '10', your opponent must take 2 additional casualties. 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. Racial Technology : Shuttle Logistics (3 resources): At start of status phase, choose a system not containing enemy ships. Your GF in this system may move to any friendly planet in same or adjacent system (that does not contain enemy ships). 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 :
The Barony of Letnev - 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. Racial Technology : L4 Disruptors (6 resources): You may use your race's special ability during Invasion Combat without paying any TG. 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. 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 reroll 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. 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. The Mentak Coalition- 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). Racial Technology : Salvage Operations (4 resources): Gain 2 TG at end of each space combat you participated in. If you won, you may build a ship in this system that was destroyed in combat (you must pay for it) . 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
The Clan of Saar
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. Racial Technology : Foating Factory (3 resources): Your Space Docks now have a production capacity of 5, movement of 2 and can support 5 fighters. 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 : The Yin Brotherhood- 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. Racial Technology : Fanaticism (4 resources): You may use your race special ability twice at the start of each invasion combat. 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
The Winnu
The Winnu
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. Racial Technology : Bioptic Recyclers (3 resources): As an action, discard an action card from your hand and receive 2 TG or one CC. 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 :
The Embers of Muaat- 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. Racial Technology : Magmus Reactor (5 resources): Your War Suns get +1 movement and cost 10 ressources.
fighters
en Tools
PRIMARY
1. - Receive 3 CC. LEADERSHIP - You may execute immediately this card's secondary ability.
SECONDARY
- Receive 1 CC for every 2 influences spent (up to 3 CC maximum). Cost = Tap planets or pay TGs.
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. Cost = 1 CC & 3 influences. DIPLOMACY II B) Execute this card's secondary ability without paying a CC or any influence.
3. ASSEMBLY
- Draw 1 political card and 2 action cards. A) If you are not the Speaker, claim the Speaker token. Choose one other player to play a political card and resolve its agenda. B) Choose one other player to claim the Speaker token. Play a political card from your hand and resolve its agenda.
- Build in one of your system (even activated) containing a SD with a bonus of 2 4. resources. PRODUCTION - Building doesn't activate the system.
5. TRADE II
6. WARFARE II
7. TECHNO II
- Refresh any number of your planet cards with total combined resource and influence of 6 or less. Cost = 1 CC.
- Build up to 3 units in one of your system (even activated) containing a SD. - 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). - All players receive Trade Goods from their active trade agreements minus 1 (except active player). - 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 movement and +1 on space combat rolls. control. - 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.
- Receive 1 technology advance. - You may buy a second technology advance at the cost of 8 resources.
- Receive 1 Technology advance. 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. Cost = 1 CC. BUREAUCRACY - Draw the top 2 cards from the objective deck. Reveal one and place the other on the top of the deck. - You may immediately claim 1 public objective that you qualify for.
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 : YES - Variant Shock Troops : YES - Variant Space Mines : YES - 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 : YES
GENERAL GUIDELINES
- Basic rules of Twilight Imperium 3rd Edition, Twilight Imperium Expansion and Twilight Imperium 3rd Edition FAQ (version 2 (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 - Mentak steals 1 TG from up to 2 players at the end of the Trade Activation, if the victims have at least 3 TGs.
- 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. - 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, or on pre-combat rolls. - 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. -Players have 24 hours to submit secondary strategy card plays. Players may always submit "Pre-Orders" for secondary plays conditional clauses…
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 before the next battle round. - 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.
DEADLINES, PRE-CONDITIONAL MOVES, AUTO PASS.
Pre-Conditional Moves will be allowed and recommended, especially if you'll be away from the game for a time period. If a pl (to the GM), and is gone for more than 24 hours without any word, I'll institute an AUTO PASS order. WAYS TO AVOID THE DREADED AUTO PASS ORDER: -The best thing we have going for us, is that we're all very fast posters and these rules are going to be moot.
-Send in conditional moves to the GM, if you think there is a chance that you'll not be online 24 hours from your last post. Whe any previous conditional orders well be deleted outright. Posting an order ON the board prior the the GM's posting of a conditio any (and all conditional orders sent to the GM.) -Post a note ON the board, notifying the group that you need a 6 to 24 hour extension. Every player can request as many exte post such extension requests to the board. They CAN'T request multiple extensions at once. If the general consensus of the g rule, then continual extensions may be disallowed (after like 10 extension requests) Regarding AUTO PASS orders: -If a player HAD sent any conditional orders to the GM, he'll reveiw those first to see if he can figure out a potential move to sub -If the player hasn't played his strategy card, when the AUTO PASS would be instituted, an AUTO SC PLAY would be instituted instituted afterward as normal. If a player still hasn't shown themselves after an AUTO SC PLAY was instituted, an AUTO PAS
Regarding the SCs in specific when they are AUTO Played: Leadership: The primary would receive 3 CCs which would be placed +1/+1/+1, no additional CCs would be purchased with in Diplomacy II: The option A would be chosen and placed on their HS. Assembly: If they were the speaker, option B would be chosen this would be given to the players on their immediate right. Th would be voted on. If they weren't the speaker, they would choose still choose option B, like before. If they have more ACs tha the newest ACs they received. Production: the primary would be built at their HS, using ONLY the 2 free resources. (2 fighters and 2 GF, or 4 GF if the new f Trade II: the primary would receive 3 TGs, and automatically approve any new Trade Agreements, suggested by two players. Warfare II: The High Alert token would be placed on which ever system contained the most ships, in resource value. Technology II: The primary would be chosen, a random tech would be selected for which they had the prerequisites. Bureaucracy: The CC would be placed in their CP. The TOP PO would be selected, and turned face up. The Primary would they normally could. -If the AUTO PASS would occur in the Strategy Phase, they would automatically choose their strategy in this order: In reverse 6… -If the AUTO PASS would occur in the Status Phase: They wouldn't claim any Objectives. They wouldn't use any refresh abili like this: +1/0/+1, if they received 3, like this: +1/+1/+1. If they needed to discard ACs they would discard any new ACs they re
FORMAT
-For each future Turn, specify which turn you mean. (Examples: "Turn 3: play my strategy card…"; "Turn 4: activate System X, -For each conditional secondary play: use the "IF THEN" format. (Examples: " If Production is activated, then activate the sec activated, then pass on the secondary.", "If either Bureaucracy, Tech, or Warfare are activate, then pass on their secondaries -For truly conditional responses: use the "IF THEN" format. (Examples: " If Player1 attacks me at system X, then play my AC Z within range of my PDSs then do NOT fire at his units.") -When stating Build orders (in conditional orders, OR when posting them on the message board), please use this format: B GFs(1) [on planet X]. Exhaust Planet Y(2), Planet Z(1), 1 TG and Sarween(1). If you don't specify how you will pay for a build/ TGs, then start exhausting Planets from the Top of your list of Planets down the spreadsheet, until the full cost is paid, even if r
Number of Planets
Total 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
Sardakk
5
7
6
5
7
9
Sardakk
23
Saar
5
8
6
7
7
8
Saar
23
Mentak
4
4
5
5
5
5
Mentak
25
Letnev
4
6
9
9
8
7
Letnev
26
Muaat
3
8
9
9
7
2
Muaat
23
Jol-Nar
5
5
5
5
5
9
Jol-Nar
27
9
90
8
80
7
70
6
Sardakk Saar Mentak Letnev Muaat Jol-Nar
5 4 3
60 50 40 30
2
20
1
10
0 Rd 0
0 Rd 1
Rd 2
Rd 3
Rd 4
Rd 5
Rd 6
Rd 7
Rd 8
Rd 9
Rd 10
Rd 0
Victory Points Rd 0
Rd 1
Rd 2
Rd 3
Rd 4
Rd 5
Sardakk
0
1
0
0
3
3
Saar
0
1
0
1
1
4
Mentak
0
0
0
2
2
3
Letnev
0
0
3
3
3
3
Muaat
1
1
4
5
4
4
Jol-Nar
0
0
0
3
4
6
Rd 6
Rd 7
Rd 8
Rd 9 Rd 10
6 6 5 5 4
Sardakk Saar Mentak Letnev Muaat Jol-Nar
4 3 3 2 2 1 0 0 Rd 0
Rd 1
Rd 2
Rd 3
Rd 4
Rd 5
Rd 6
Rd 7
Rd 8
Rd 9
Rd 10
Rd 1
Rd 2
Rd 3
Rd 4
Unit Strenght
0
Rd 1
Rd 2
Rd 3
Rd 4
Rd 5
37
39
46
56
62
29
25
32
48
49
34
36
39
44
44
35
39
48
56
48
40
54
63
53
27
36
50
62
71
82
Rd 6
Rd 7
Rd 8
Rd 9 Rd 10
Sardakk Saar Mentak Letnev Muaat Jol-Nar
Rd 1
Rd 2
Rd 3
Rd 4
Rd 5
Rd 6
Rd 7
Rd 8
Rd 9
Rd 10
DEFINITIONS Units: All in table but Facilities and Space Mines (see back of page). Ships: All units except for PDS, GF and Space Dock Spaceships: All ships except for Fighters (self ruling) Fighter Capacity: Max number of Fighters supported in the system (by Carriers, War Suns and Space Docks). Wormholes: Adjacent for purposes of movement only. Empty systems: Systems without any units (MAY have counters). Special systems are NOT empty. Special systems: Asteroid Field, Ion Storm, Nebula and Supernova System you control: You control all planets in the system (if any) and have 1 spaceship in the syste m. RACE SHEET Strategic Allocation Area (SA) Command Counters (CC) in your Strategic Allocation Area are mostly used to initiate the secondary ability of strategy cards and some racial abilities. Fleet Supply (FS) You can never have more spaceships in one system than the number of CCs in your Fleet Supply. Remove excess spaceships instantly (even before landin Command Pool (CP) CCs in your Command Pool are mostly used for Tactical and Transfer actions. PHASES Strategy Phase Select strategy cards (SC) clockwise, speaker picks first. If card the SC has bonus counters, the player gets one CC or Trade Good (TG) per counter. 3 or 4 players: select 2 cards per player one at a time. Action Phase Each player executes an action in turn order. Order of play is determined by initiative on strategy card, lowest first. In case of tied initiative, Speaker decid Strategic Action Turn over SC and execute primary ability, then all other players execute its secondary ability. Transfer action 1. Activate two inactivated systems by placing 1 CC from command pool, 1 CC from reinforcements. Only activate systems that are adjacent, 2. Movement between systems (Fighters must be transported) 3. PDS fire (once per PDS) / Space Mines 4. Landings (friendly only) 5. Production in one of the activated systems only. Tactical action 1. Activate system (CC from command pool) 2. Movement into system from any number of systems. 3. PDS fire (once per PDS) / Space Mines 4. Space battles 5. Landings 6. Invasion combat 7. Production Play as an action Some action cards have “Play as an action” listed. Pass Only if your SC is turned over (both SCs if you have 2). After passing, no new actions are allowed this game round. Executing SCs’ secondary ability i Status Phase 1. Each player claims 1 Public Objective and/or 1 Secret Objective (clockwise – beginning with Speaker) 2. Repair all damaged ships 3. Remove Command Counters 4. Refresh planet cards 5. Receive 1 action card and 2 command (in order of init) 6. Redistribute Command Counters (check fleet supply). 7. Return strategy cards - Scuttle Units: once Step 1 is complete, at any time during the Status Phase, a player is allowed to destroy (return to reinforcements) any of his u - Trade Agreements may be broken at anytime during the Status Phase. - Refresh Ability: Some planets and all Trade Stations (see below) have a “refresh ability”. You may exhaust the planet or Trade Station during the S GAME END Game end: A player has 9 points unless a public objective states otherwise Victory: Highest points; if tie lowest initiative; else game tied Imperium Rex: Game End, winner = highest VP, if tie resolve in order: most objectives, planets, unused CC, tie MOVEMENT / TRANSFER To Activate a System The player places a CC in the hex (system) he wishes to activate. If one of his CCs is already there, the player may NOT place a new CC there (i.e. activ Movement (tactical) All units within range may move into system if they can trace a route within range and without enemy spaceships (non-fighter). May move through activa Movement (transfer) Units may move between system, fighter capacity still counts, just as fleet supply. Movements are simultaneous . Transfer action summary:
1) Activate two systems - Must be adjacent - Must have at least one of your units in each system - May not have any enemy units in either system - Activate one system from command pool, activate other system from reinforcements 2) Movement between systems 3) PDS Fire 4) Planetary Landings 5) Production (in one system) PDS FIRE As a Tactical Action, you may activate a system to fire at enemy ships within that system (or support your attacking fleet). When an adversary activates a system, all your PDS within range of the activated system may fire at enemy ships within the system (the ships MUST be You cannot fire through a Wormhole. A planet may never have more than 2 PDS. SPACE MINES When a fleet ENDS ITS MOVEMENT in a system with enemy Space Mines, roll 1 die for each spaceship in the fleet (9 or 10 = hit). Remove 1 Space Min SABOTAGE RUN During pre-combat (see Space Battles for timing), players announce which Fighter will be used against which enemy War Sun (attacker first). Outer defenses: roll for each fighter, on a natural 9 or 10 Fighter lives Inner defenses: roll for each remaining Fighter, one at a time. On a natural 10, War Sun is destroyed, otherwise, Fighter is destroyed. SPACE BATTLES Before Space Battle: PDS, Space Mines, Action Card (stating “before space battle”) Pre-Combat: Anti-Fighter Barrage, Assault Cannons, Mentak ability, Minister of War, Naalu ability, Sabotage Run; 1. Announce Withdrawals/Retreat 2. Roll Combat dice (if result ≥ battle 1 hit) 3. Remove Casualties (Fighter capacity DOES NOT apply during Space Battle) 4. Execute Withdrawals/Retreats Repeat until withdrawal/retreat or no ships remain. Withdraw/Retreat: If enemy has not been destroyed move to a previously activated (or inactivated) system containing no enemy units. If system is inactiv BLOCKADE If an enemy ship is present in the same system as your Space Dock, this Space Dock is “blockaded” (cannot produce units). LANDINGS Announce all landings; a unit can only be assigned once. Resolve hostile landings according to active player’s wishes. Landings on several planets are Friendly landings: Landings on planets you control Neutral landings: Landings on uncontrolled planets. Take planet card exhausted Hostile landings (invasion): See Invasion Combat INVASION COMBAT Pre-combat: Bombardment (War Suns and Dreadnoughts fire once), PDS fire. 1. Roll Combat dice (if die ≥ battle 1 hit) 2. Remove casualties Continue Step 1 & 2 until either side lost all units. If successful remove all enemy PDS, Facility and Space Dock and remove control markers, hand over planet card exhausted to new controller. SHOCK TROOPS Shock Troop (ST) is a subtype of GF. Any effect applying to GF applies to ST also. If a natural 10 is rolled in favor of a GF during an invasion, substitute 1. STs are taken as casualties before GFs. 2. STs capture Space Dock, Facility and PDSs if invasion is successful. 3. STs must always (inside ships also) be with a GF or an ST becomes a GF PRODUCTION Build units in activated system. Build Space Dock and/or Facility: 1. System has been activated by tactical. 2. Planet under your control for entire Game Round 3a. Space Dock: No Space Dock on planet. 3b. Facility: No Facility on planet. 4. No enemy ships. Place Space Dock and/or Facility on planet Building units (other than Space Docks): Only at Space Docks. Must have had Space Dock for entire Game Round. May not build more units than Production Capacity (Planet Resource Nu Spend resources by exhausting planets. Select units and spend resources. Ships are placed in space. GF and PDS are placed on same planet as Deploying Space Mines: Cruiser must be present in activated system. 1 Space Mine token per Cruiser; a Cruiser built during the same activation cannot deploy Space Mines. TRADE GOODS May be given to other players freely. This is the only way things can be given freely unless other effects state so differently. May be used instead or in ad ACTION CARDS You can NEVER have more than 7. If more discard immediately. Player declares that he is playing an Action Card (face down), players may then respon Sabotage: Sabotage Action Card can be played after the Action Cards have been revealed. If the sabotaged Action Card was played as an action, althou
POLITICAL CARDS You can never have more than 5. If more discard immediately. Played only during the Assembly Strategy Card’s primary ability as instructed on the Asse TRADE STATIONS The instant your ship ends its movement in the system, place your control marker on the Trade Station. If an enemy ship should end its movement in the sy
Race
Username
First Name
Jol-Nar
Clove
Adam
Muaat
Arvidos
Arvid
Letnev
NateTehAggresar
Nate
Saar
Notpsychoyet
Wade
Mentak
StarfuryCT
Roy
Sardakk N'orr
MaximumPain
Matt
GM
Daniel78
Daniel
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