Prometheus Setup

  • November 2019
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Lisis II AGT 1 Ragh GEN 3

CC Darien DIP, AGT, GEN

1

CC Nom LDR Pds Nom LDR Pds

0 2

2

1 2

SD 1

12

1

2

R I SD R I SD

T GF T GF

3 2

D

C

1

ADM

Dr W Ca

LEADER

3

2

3

11

1

2

Fi GF

CC 2 4 SD

2

2

2

12

2

Nar SCI 1 Jol SCI 1

4

2

1

2

11

1

3

4

1

1

1

3

10

6

2

3

MR

1

6

1 1

2

1

ADM

3

2

2 3 SD 1 2

CC Nom Pds Nom Pds

2 D

10

Pds

3

1

1

3

9

5

3

4

CC Jord DIP, AGT

1

4 2 SD

2

1

2

9

4

5

2

2

8

6

CC CC Winnu SCI 1 AGT

5

3

2

3

8

7

5

2

1

ADM

3

3 4 Y SD

1

3

7

D

C

R I SD

Dr W Ca Leader

T GF Fi

6 CC 0.0.0 DIP 1 SCI AGT

5 0 SD

5

1

Wormhole Nexus CC Mallice

GF 1

3

WH A, WH B

0

3

2

ADM

CC

Nom LDR Pds

Cr Dr

4

3

Empty syste

D

Round Build

C

Dr W Ca

Fi GF

Speaker

2

3

4

5

6

Turn 1 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]

Silencer The Federation of Sol

BONUS 1.

Total Ragh LisisII

2 2 1

1 1 0

Total Jol Nar

3 1 2

5 2 3

Total Winnu

3 3

4 4

2 2

4 4

5 5

0 0

Total Jord

4 4

2 2

2. Diplomacy

PLANETES

PLANETES

2

3

3

SA FS CP 2

3

3

SA FS CP 2

3

3

SA FS CP 2

3

3

SA FS CP 3

3

3

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

2 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

Integ

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

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