Speaker Archon Ren 2
3
Archon Tau
1
1
CC Nom Pds Nom Pds D
Arc Prime
4
0
Wren Terra
2
1
Lisis
2
2
Veknor
2
0
R
New Albion
1
1 G
Starpoint
3
1
Nebula
Hope's End
3
0
ST
Capha
Garbozia Dal Bootha
0
2
2
3
1
0
Sakulag
2
1
Mirage MR
1
Winnu
0
1 G
R
Lazar
1
2
Vega Minor
1
2 B
Vega Major
2
1
3
R I SD R I SD
T GF T GF
Cr Dr W Ca
Fi
Pds
GF
4 Y
F CC Malice
6
0
3
2 Xxehan
1
1
G
Perimeter
Thibah Abyz Fria Muaat
4
3 2
1
1
3
Centauri
1
2
Gral
1
1
0 0
Mellon
0
2
Zohbat
3
1 B
B
1
Asteriod
2
2
Alpha Beta
B Arinam
1
2 B
Meer
0
4 Darien
2
4
Empty syst
/dev/null Bereg
3
1 R
Litra Iv
2
3 G
Jord
4
1
CC
Nom Pds D
R I SD
T
S GF
Cr Dr W Ca
Fi
Pds
GF
Speaker
Round 0
Xxcha
Winnu
Yin
Turn 1
Capha at 1,1
Mirage at 1,2
Turn 2
starpoint
Vega
Arinam Meer
Turn 3
Lazar
Nebula at 2,12
Perimeter
Sol
Muaat
centauri/gril at 1,3 Mellon/Zohbat at 1,4
Baron
Thibah at 1,5
Garbozia at 1,6
Tzeen
Bereg/litra IV at 2,7
Abyz at 2,9
Hope's End at 2,11
markball
/dev/null
Asteriod at 2,6
Dal Bootha
Chovesh
Lisis/velnor
orc conquest
Turn 4 Turn 5
kruhland
Turn 6
Peet
De
Cr
Dr
Ws
Ca
Fi
GF
SD
PDS
x8
x8
x5
x2
x4
∞
∞
x3
x6
Turn 7 Turn 8 T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Tzeen Xxcha Total 2 3 Unspent ###### Archon Ren 1 2 Archon Tau 1 1
markball Winnu 3 4 ###### Winnu 3 4
Chovesh Yin 2 4 ###### Darien 2 4
orc conquest Sol 4 1 ###### Jord 4 1
kruhland Muaat 4 1 ###### Muaat 4 1
Peet Barony of letnec 6 1 ###### Arc Prime 4 0 Wren terra 2 1
BONUS 1.
2. Diplomacy
PLANETES
PLANETES
3
2
3
3
2
3
3
SA FS CP 2
3
3
SA FS CP 2
3
3
SA FS CP 2
3
3.
Political
4.
Logistics
5.
Trade
6.
Warfare
7.
Techno.
8.
Imperial
NOTES
3
CARDS
ARDS
3
SA FS CP
ACTION
CTION
2
SA FS CP
CC
CC
SA FS CP
Initiative
# Plane t
CARDS
Trade Agreements
Trade Agreements
Trade Agreements
Trade Goods
Trade Goods
Trade Goods
Trade Goods
Trade Goods
Trade Goods
TOTAL =
Trade Agreements
TRADE
ACTION
CARDS
Trade Agreements
ACTION
Trade Agreements
0 ACTIVE LAWS
STAGE 1
Other
VP
TECHNOLOGIES
TECHNOLOGIES
Tzeen
markball
Chovesh
orc conquest
kruhland
Peet
Xxcha
Winnu
Yin
Sol
Muaat
Barony of letnec
0
0
0
0
8
0
OBJECTIVES
DISCARDED LAWS
S
STAGE 2
ST
Empty system
# Tech
TG
AC
x 40
<7
CC (16 max) SA
FS
CP
VP MLT PWR
0 0 0 0 0 0
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
Tzeen
0
markball
0
Chovesh
0
orc conquest
0
kruhland
0
Peet
0
Round 0 Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 Turn 5 Turn 5 Turn 5 Turn 5 Turn 5 Turn 5 T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Round 1 Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
De
Cr
Dr
Ws
Ca
Fi
GF
SD
PDS
x8
x8
x5
x2
x4
∞
∞
x3
x6
Stormshadow
1
2
1
2
4
1
Grunk
3
1
2
4
4
Sitko
1
3
0
BetaMale
1
1
2
Chovesh
0
0
1
Axlegeek
0
2
0
Round 1
Blue : growing / Red : decreasing
TG
AC
x 40
<7
SA
FS
CP
2
1
3
3
3
17
6
2
1
1
5
2
21
0
5
3
1
2
2
3
17.5
1
1
3
2
3
3
4
3
19
6
1
3
4
5
0
2
3
1
2
24.5
6
1
1
4
2
0
1
4
4
0
20.5
# Planet
# Tech
1
3
1
1
7
1
4
4
2
1
2
3
CC (16 max) VP
Round 2 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
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
VP
CP
Stormshadow
0
Grunk
0
Sitko
0
BetaMale
0
Chovesh
0
Axlegeek
0
Round 3
BetaMale
Axlegeek
Stormshadow
Chovesh
Grunk
Sitko
Imperial
Initiative
Diplomacy
Logistics
Trade
Tech
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
Round 4
Round 4 Turn 1 Turn 2 Turn 3 Turn 4 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
Round 5 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
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
Round 6 Turn 1 Turn 2 Turn 3 Turn 4 Turn 5
Turn 6 Turn 7 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
Round 7 Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 Turn 6 Turn 7 Turn 8
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
Round 8 Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 Turn 6 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
Round 9
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
Round 10
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
Inte
A
Adjacent System
+ War Sun
Antimass Deflectors
Cybernetics
Move Through Asteroid Field
Fighters +1 For Combat
May Produce War Sun
+
+ 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
Move through Enemy Space
Transit Diodes Move Up to Four Ground Forces
Dreadnoughts Bombard PDS, Fighters Invade
Fleet Logistics
+ 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
Take Two Tactical Actions
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.
Inte
A
Neural Motivator Draw Extra Action Card During Status
Sol - Mark II Advanced Carriers (4 resources): Your Carriers now have a capacity of 8 and gain the "sustain damage" ability.
Saar - Floating 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.
Enviro Compensator Space Docks Produce +1
Stasis Capsules Cruisers & Dreadnoughts Carry 1 GF
Sarween Tools +1 Resource to Build
Micro Technology
+ Integrated Economy Place Units in Adjacent System
+1 Trade Good for Active Agreements
+1 Resource to Build
Micro Technology
+ Integrated Economy Place Units in Adjacent System
Neural 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)
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. The Emirates of Hacan - 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. 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 : - You draw one additional politcal card during the status phase. - When executing the secondary action of the Diplomacy Strategy you may execute the The Xxcha Kingdomprimary 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 chose to either play one from your own hand or reveal the top polical card from the political deck and resolve it. - 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. Home World(s) – Jord (4r/2i) Starting Units – 5 ground forces, 2 carriers, 1 destroyer, 1 space dock Starting Tech – Antimass Deflectors, Cybernetics
The Naalu Collective
Leaders: 1 Admiral, 1 Diplomat, 1 Agent The Federation of Sol Trade 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. 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 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 The Sardakk N’orr 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
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. 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 re-roll 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 : - Before an Invasion Combat in which you are the attacker begins, you may roll 1 die. On a 5+ The Yin Brotherhood 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
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
The Embers of Muaat
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.
ghters
Tools
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. - Receive 2 VP
- 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 are used, unless stated otherwise (see House - 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. - The secondary ability of the Imperial Strategy Card cannot be used to build Space Docks. - 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. - 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 FAQ as basis for rulings not covered by standard rules and errata.
OPTIONS AND VARIANTS Sabotage run = Yes Dip I = No Trade I = No Tech I = No Artifacts = Yes ST = Yes Wormhole nexus = Yes Facilities = No tactical retreats = Yes Custodians of MR = Yes VotC = No SET = No Killing a player 1 or 2 points? = 2
Number of Planets Rd 0 Tzeen markball Chovesh orc conquest kruhland Peet
Unit Strenght
Rd 1
Rd 2
Rd 3
Rd 4
Rd 5
Rd 6
Rd 7
Rd 8 Rd 9
Rd 10
0
Rd 0 Rd 1 Tzeen markball Chovesh orc conquest kruhland Peet
1
1
0.9 0.8
1
0.7
Tzeen markball Chovesh orc conquest kruhland Peet
0.5 0.4 0.3 0.2 0.1 0 Rd 0
Rd 1
Rd 2
Rd 3
Rd 4
Rd 5
Rd 2
Rd 3
Rd 6
Rd 7
Rd 8
Rd 9
Rd 10
Victory Points Rd 0
Rd 1
Rd 4
Rd 5
Rd 6
Rd 7
Rd 8 Rd 9
Rd 10
Tzeen markball
1 1 Unit Strenght
0.6
1 0 0 0 0
Chovesh orc conquest
0
kruhland Peet
0 Colu Colu Colu Col mn mn P mn mn O Q
10 9 8 7
Tzeen markball Chovesh orc conquest kruhland Peet
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
nght Rd 2 Rd 3 Rd 4 Rd 5
Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
1
1
1
1
1
0
0
0
0
0
0 Colu Colu Colu Colu Colu Colu Colu Colu Colu Colu Colu mn mn P mn mn R mn S mn T mn U mn V mn mn X mn Y O Q W
Tzeen markball Chovesh orc conquest kruhland Peet
Race
Xxcha
Username Tzeen
Winnu
markball
Yin
Chovesh
Sol
orc conquest
Muaat
kruhland
Barony of letnec
Peet
GM
DarkSlayer
First Name
Øyvind
Email
[email protected]
Time Zone GMT + 2
Mark
Theo
[email protected]
GMT + 2