CC Lisis II AGT 1 Ragh
1
CC Nom LDR Pds Nom LDR Pds
0 1
2
1 1
Tar'mann
1
1
SD 1
1
3
1
G
2
D
C
Dr W Ca
LEADER
Coorneeq
1
2 R
Resculon GEN
2
0
T GF T GF
Hope's S End=Shocktroop 3 0 Refresh Ability
ADM
Lodor
R I SD R I SD
Fi GF
1 WHA CC Darien DIP, AGT, GEN
2 4 SD
WHA 4
2
Qu'cenn
1
2
Rarron
0
3 G A
Mellon
0
2
2
0
R
Torkan
0
3
B
Nar SCI 1 Jol
Zohbat
3
1
CC Bereg SCI 1 Lirta
4
Tequ'ran
CC
1
Alpha Wurmloch 1
The Final Void
1
B
No Man's Land
3
1 R 1
2
3 G 1
1
2 3 SD 1 2
1
1
ADM Vega Minor
1
2 B
Vega Major
2
1
CC Nom Pds Nom Pds
1
Ion Storm Thibah
1
1
A
Cradle of the Sun MR
1
6
Mirage F
Fighter 1 2 Refresh A Ability D
Cr Dr Pds
CC
CC
Primor G 2 GF 1 Refresh Ability Empty1 New Albion
1
1
G
The Boredom
CC WHB
VefutII
2
Dal Bootha
0
2 R
Xxehan
1
1 G
0 R
2 CC Jord
Starpoint DIP/AGT 4 2 SD
3
1
CC
Beta Wurmloch
2
El'nath 1
2
0 B A
1
The Oblivion 1
Centauri
1
3
Gral
1
1
Garbozia
2
C
Dr W Ca Leader
T GF
2
1 G 1
Asteroid Field R I SD
2
3 4 Y SD
1
2
B CC Quann SCI, DIP WHB
CC
D
CC Lesab
1 G
2
ADM
Nom LDR Pds
CC Winnu SCI 1 AGT
CC 0.0.0 AGT 1
5 0 SD
4
1
2
1 G 1
1 ADM
Wormhole Nexus CC Mallice
Fi GF 1
3
WH A, WH B
0
3
A
Empty syste
D
Round Build Turn 1
Atabak74
Fremako
Gorgo
Johnny_Bravo
Silencer
Necro
Speaker
Political
Trade
Warfare
Technology
ImperialII
Aktivierte Quann
C
Dr W Ca
Fi GF
Aktivierte Lesab
Turn 2 Turn 3 Turn 4 Turn 5 Turn 6 Turn 7 Turn 8 T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Johnny_Bravo The Clan of Saar
Gorgo Universities of Jol Nar
Fremako The Winnu
Necro The Yin Brotherhood
Atabak74 The L1Z1X Mindnet
Total Darien
Total [0.0.0] Quann
Silencer The Federation of Sol
BONUS 1.
Total Ragh LisisII
2 2 1
1 1 0
Total Jol Nar Bereg LirtaIV
8 1 2 3 2
9 2 3 1 3
Total Winnu Lesab
5 3 2
5 4 1 G
2 2
4 4
7 5 2
1 0 1 G
Total Jord
4 4
2 2
2. Diplomacy
R G
PLANETES
PLANETES
2
3
3
SA FS CP 2
3
3
SA FS CP 2
3
2
SA FS CP 2
3
3
SA FS CP 3
3
2
SA FS CP 2
3
3
3.
Political
4.
Logistics
5.
Trade
6.
Warfare
7.
Techno.
8.
Imperial II
NOTES CC
CC
SA FS CP
Initiative
C
TRADE
1
3
1
3
1
1
1
1
1
2
2
TOTAL =
2
0
Enviro Compensator Stasis Capsules Cybernetics Hylar Lasers
Antimass Deflectors Cybernetics
CARDS
ACTION
Hylar Lasers Automated Defense Turrets
ACTIVE LAWS
CARDS
VP
Enviro Compensator Stasis Capsules Antimass Deflectors
Universities of Jol Nar
The Winnu
The Yin Brotherhood
The L1Z1X Mindnet
DISCARDED LAWS
ACTION
The Clan of Saar
ISC
HylarV Assault Laser Antimass Deflectors Enviro Compensator Sarween Tools
TECHNOLOGIES
TECHNOLOGIES
Antimass Deflectors XRD Transporters
The Federation of Sol OBJECTIVES
1 VP I control 5 planets ouside my home system
STAGE 1
I now spend 10 resources All three of my Space Docks are on the board I have 5 techology advances I controlled Mecatol Rex the entire Strategy Phase and Action Phase of this Round I now spend 6 Trade Goods
Artifacts
Precursor Fossil Lazax Armory Imperial DataCache
S
Ancient Shipwreck Secret Objective (2 VP)
om Pds om Pds
R I SD R I SD
W Ca Pds
Empty system
T GF T GF Fi GF
DISCARDS
Round 0
De
Cr
Dr
Ws
Ca
Fi
GF
SD
PDS
x8
x8
x5
x2
x4
∞
∞
x3
x6
# Planet
# Tech
TG
AC
x 40
<7
CC (16 max) SA
FS
CP
VP
Player 1
0
Player 2
0
Player 3
0
Player 4
0
Player 5
0
Player 6
0
StormShadow
Round 0
Chovesh
Grunk
BetaMale
Axlegeek
Sitko
Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Round 1
BetaMale
Grunk
Axlegeek
StormShadow
Sitko
Chovesh
Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Round 1
De
Cr
Dr
Ws
Ca
Fi
GF
SD
PDS
x8
x8
x5
x2
x4
∞
∞
x3
x6
# Planet
# Tech
TG
AC
x 40
<7
CC (16 max) SA
FS
CP
VP
Stormshadow
0
Grunk
0
Sitko
0
BetaMale
0
Chovesh
0
Axlegeek
0 Blue : growing / Red : decreasing
Round 2 Turn 1 Turn 2 Turn 3 Turn 4
BetaMale
Chovesh
Stormshadow
Axlegeek
Sitko
Grunk
Initiative
Political
Logistics
Trade
Tech
imperial
Turn 5 Turn 6 Turn 7 Turn 8 T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Round 2
De
Cr
Dr
Ws
Ca
Fi
GF
SD
PDS
x8
x8
x5
x2
x4
∞
∞
x3
x6
# Planet
# Tech
TG
AC
x 40
<7
CC (16 max) SA
FS
CP
VP
Stormshadow
0
Grunk
0
Sitko
0
BetaMale
0
Chovesh
0
Axlegeek
0 Blue : growing / Red : decreasing
Round 3
BetaMale
Axlegeek
Stormshadow
Chovesh
Grunk
Sitko
Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Round 3
De
Cr
Dr
Ws
Ca
Fi
GF
SD
PDS
x8
x8
x5
x2
x4
∞
∞
x3
x6
# Planet
# Tech
TG
AC
x 40
<7
CC SA
FS
CP
VP
Stormshadow
0
Grunk
0
Sitko
0
BetaMale
0
Chovesh
0
Axlegeek
0 Blue : growing / Red : decreasing
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Round 4
De
Cr
Dr
Ws
Ca
Fi
GF
SD
PDS
x8
x8
x5
x2
x4
∞
∞
x3
x6
# Planet
# Tech
TG
AC
x 40
<7
CC (16 max) SA
FS
CP
VP
Stormshadow
0
Grunk
0
Sitko
0
BetaMale
0
Chovesh
0
Axlegeek
0 Blue : growing / Red : decreasing
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Round 5
De
Cr
Dr
Ws
Ca
Fi
GF
SD
PDS
x8
x8
x5
x2
x4
∞
∞
x3
x6
# Planet
# Tech
TG
AC
x 40
<7
CC SA
FS
CP
VP
Stormshadow
0
Grunk
0
Sitko
0
BetaMale
0
Chovesh
0
Axlegeek
0 Blue : growing / Red : decreasing
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Round 6
De
Cr
Dr
Ws
Ca
Fi
GF
SD
PDS
x8
x8
x5
x2
x4
∞
∞
x3
x6
# Planet
# Tech
TG
AC
x 40
<7
CC (16 max) SA
FS
CP
VP
Stormshadow
0
Grunk
0
Sitko
0
BetaMale
0
Chovesh
0
Axlegeek
0 Blue : growing / Red : decreasing
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Round 7
De
Cr
Dr
Ws
Ca
Fi
GF
SD
PDS
x8
x8
x5
x2
x4
∞
∞
x3
x6
# Planet
# Tech
TG
AC
x 40
<7
CC SA
FS
CP
VP
Stormshadow
0
Grunk
0
Sitko
0
BetaMale
0
Chovesh
0
Axlegeek
0 Blue : growing / Red : decreasing
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Round 8
De
Cr
Dr
Ws
Ca
Fi
GF
SD
PDS
x8
x8
x5
x2
x4
∞
∞
x3
x6
# Planet
# Tech
TG
AC
x 40
<7
CC (16 max) SA
FS
CP
VP
Stormshadow
0
Grunk
0
Sitko
0
BetaMale
0
Chovesh
0
Axlegeek
0 Blue : growing / Red : decreasing
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Round 9
De
Cr
Dr
Ws
Ca
Fi
GF
SD
PDS
x8
x8
x5
x2
x4
∞
∞
x3
x6
# Planet
# Tech
TG
AC
x 40
<7
CC SA
FS
CP
VP
Stormshadow
0
Grunk
0
Sitko
0
BetaMale
0
Chovesh
0
Axlegeek
0 Blue : growing / Red : decreasing
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Round 10
De
Cr
Dr
Ws
Ca
Fi
GF
SD
PDS
x8
x8
x5
x2
x4
∞
∞
x3
x6
# Planet
# Tech
TG
AC
x 40
<7
CC (16 max) SA
FS
CP
VP
Stormshadow
0
Grunk
0
Sitko
0
BetaMale
0
Chovesh
0
Axlegeek
0 Blue : growing / Red : decreasing
Hylar V Assault Laser Cruisers & Destroyers +1 on Combat
Gravitation Laser Sys
Stasis Capsules
Re-Roll PDS Miss
Cruisers & Dreadnoughts Carry 1 GF
Deep Space Cannon PDS Units Fire to Adjacent System
+ War Sun May Produce War Sun
Antimass Deflectors
Cybernetics
Move Through Asteroid Field
Fighters +1 For Combat
+
+ Magen Defense Grid
XRD Transporters
Gen Synthesis
PDS Units at +1 and Ground Units With PDS +1
Carriers +1 Movement
GF +1 Combat, Destroyed Roll 6+ Saved
+
Assault Cannon Dreadnoughts Get A Free Shot Before Combat
Light Wave Deflector X-89 Bacterial Weapon Dreadnought/War Sun May Destroy All Ground Force
Gravitation Negator Dreadnoughts Bombard PDS, Fighters Invade
Fleet Logistics Take Two Tactical Actions
Move through Enemy Space
Transit Diodes Move Up to Four Ground Forces
+ Type IV Drive Cruisers and Dreadnoughts +1 Movement
Advanced Fighters Fighters Independent, +1 Hit, Move 2
Dacxive Animators Roll for Each GF Lost, 6+ Reinforces
Inte
A
Neural Motivator Draw Extra Action Card During Status
Enviro Compensator Space Docks Produce +1
sis Capsules
Cruisers & Dreadnoughts Carry 1 GF
Sarween Tools +1 Resource to Build
Micro Technology
+ Integrated Economy Place Units in Adjacent System
ral Motivator
Draw Extra Action Card During Status
+1 Trade Good for Active Agreements
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
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
Anti-fighter beam (2D10)
PRIMARY
1. INITIATIVE
2. DIPLOMACY
SECONDARY
- Claim Speaker Token. - Execute secondary abilities of Strategy Cards without paying CC. - You may not select the Initiative Strategy during the next Strategy Phase.
- Name opponent. Neither you nor that opponent may activate a system containing units of the other player.
- Refresh up to two exhausted non-Home System Planet Cards. Cost = 1 CC.
3. POLITICAL
- Draw 3 Action Cards. - Receive 1 CC. - Draw 1 Action Card. - 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. LOGISTICS
- Receive 4 CC.
- Receive 1 CC for every 3 influence spent. Cost = Exhaust planets.
A) Receive 3 Trade Goods, plus Trade Goods for active trade agreements. Open trade negotiations. You must approve all new trade agreements. B) Cancel all trade agreements.
- Receive Trade Goods for active trade agreements. Cost = 1 CC.
- Retrieve 1 CC from the board and place it back in your Command Pool.
- Choose any 1 or 2 of your Destroyers or Cruisers on board, each unit may move to an adjacent empty non-Home system (place 1 CC from reinforcements in each destination system). Cost = 1 CC.
5. TRADE
6. WARFARE
7. - Receive 1 Technology advance. TECHNOLOGY
8. IMPERIAL
- Draw and reveal the top card from the Objective Deck. - If it's the player first-time pick, he will receive 2 Victory Points, otherwise 1 VP with the additional ability to claim 2 Public Objectives in the Status Phase.
- Receive 1 Technology advance. Cost = 1 CC and 8 resources - techspecialties. - Build units in one of your system containing one or more friendly Space Docks, even if you have already activated this system (building units here doesn't activate the system). 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.
Rules Clarifications
- The Hacan player can make trade agreements without the permission of the player activating Trade A, but must still have the perm with whom 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 action - Q: Using Imperial secondary can a spacedock be built if the system already contains a spacedock? No - Q: Can the extra resource from multiple spacedocks with Sarween Tools be combined to purchase one unit (eg two spacedocks b Yes - Q: Are fighters considered "ships" for the purposes of determining legal destination systems for In the Silence of Space? Yes - Q: For elect two planet cards, does each player elect two planets or does each player vote for one planet and the highest and seco chosen? 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 results fo resolved 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 ability - 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 tracked there are more then one kind of units being carried If there are issues about a ruling the gm is willing to discuss them. He will write FFG if there can be no normal resolution and wait fo In all other cases, GM will use TI3 Fan FAQ as basis for rulings not covered by standard rules and errata.
Number of Planets Rd 0
Unit Strenght
Rd 1
Rd 2
Rd 3
Rd 4
Rd 5
Rd 6
Rd 7
Rd 8 Rd 9
Rd 10
Rd 0 Rd 1
Player 1
Player 1
Player 2
Player 2
Player 3
Player 3
Player 4
Player 4
Player 5
Player 5
Player 6
Player 6
1
1
0.9
1
0.8
1
Player 1
0.6
Player Player Player Player Player
0.5 0.4 0.3
2 3 4 5 6
Unit Strenght
1
0.7
1 0 0 0 0
0.2
0
0.1
0 Colu Colu Colu Colu Colu Colu mn O mn P mn Q mn R mn S mn T
0 Rd 0
Rd 1
Rd 2
Rd 3
Rd 4
Rd 5
Rd 6
Rd 7
Rd 8
Rd 3
Rd 4
Rd 5
Rd 6
Rd 9
Rd 10
Victory Points Rd 0
Rd 1
Rd 2
Rd 7
Rd 8 Rd 9
Rd 10
Player 1 Player 2 Player 3 Player 4 Player 5 Player 6
10 9 8 7
Player 1
6
Player 2 Player 3 Player 4 Player 5 Player 6
5 4 3 2 1 0 Rd 0
Rd 1
Rd 2
Rd 3
Rd 4
Rd 5
Rd 6
Rd 7
Rd 8
Rd 9
Rd 10
enght Rd 2 Rd 3 Rd 4 Rd 5
Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
Colu Colu Colu Colu Colu Colu Colu O mn P mn Q mn R mn S mn T mn U mn V
Row 3 Row 4 Row 5 Row 6 Row 7 Row 8
Colu mn W
Colu Colu mn X mn Y
Race
Username Player 1 Player 2 Player 3 Player 4 Player 5 Player 6 GM
First Name
Email
Time Zone