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Xnihilo R5 7a
Xnihilo R5 7a
1 1
5 Darien 2 4 Nom R I T
SD 4 Lead Pds SD GF/ST
3 3 D Cr Dr W Ca Fi
Perimeter 2 2 Primor 2 1 GF Pds GF/ST
M
Mellon +C 0 3 Sumerian 2 2 TG
SD 2
1
Zohbat +R 4 1 B Arturus 1 1
Ion Storm
SD 1
Lisis II 1 0
1 6
Muaat 4 1 Tar'mann 1 1 § Ragh 2 1
2 SD 2 M 2 SD
New Alb. +R 2 1 G Beta
2 1 3 2 1 1 2 3 1
Starpoint +R 4 1 Capha 3 0
Ion Storm
2 SD 3 M 6
Tsion 2 2 TG
1 1 1 4 1
Bellatrix 0 1 R Lesab 2 1 G Mirage 1 2 FI Thibah +C 1 2
2 1 1
1 1 5 1 3
Icy Void Mecatol Rex 1 6 Mallice 0 3 §
Asteroid Field
M 5
Alpha Beta
1 1
El'nath +R 3 0 B§ Burning Waste Quann 2 1 G
Nebulae
Rigel I +C 0 2 G M 1 Ashtroth 2 0
1 1 1 Beta
Rigel II +C 1 3 1 Loki +R 2 2
2 1 Garbozia 2 1 G 1
Arretze 2 0 Rigel III 1 1 B M 1 Abaddon +R 2 0 R
1 SD 3 1 1 1
Hercant 1 1 1 2 1 1
SD 2 Moll Primus 4 1
Asteroid Field
Kamdorn 0 1 1 SD 1
SD 2 Vega Min. +R 2 2 B Alpha Lisis 2 2
2 1 8 1 1 2 2
Vega Maj. +R 3 1 Velnor 2 0 R Hope's End 3 0 ST
1 1 2/1 SD 2/3
CC ▬ Mine 1
Lodor 3 1 G
Supernova
M 1
Nom R I T Alpha
Lead Pds SD GF/ST 3 1
Winnu 3 4 Y
D Cr Dr W Ca Fi 2 SD 4
Pds GF/ST
2 1 1 4
▼ ▼
Turn 8 x x Pass x x x
PLANETES
PLANETES
8. Bureaucracy x x
Sarween Tools +1 Sarween Tools +1 Sarween Tools +1 Sarween Tools +1
NOTES
SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP
CC
CC
2 7 0 0 6 1 0 4 0 1 6 0 1 5 0 1 5 0
CC
CC
2 7 0 0 6 1 0 4 0 1 6 0 1 5 0 1 5 0
0 4 2
TOTAL =
1 1 1 3 1 3+1+1
2
TRADE
6 0 0 0 23 0
Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods
29
ACTIVE LAWS
Hylar V Assault Laser Antimass Deflectors Hylar V Assault Laser Antimass Deflectors Enviro Compensator Enviro Compensator MINISTER OF PEACE >> Winnu
Auto. Defense Turrets XRD Transporters Enviro Compensator Enviro Compensator Sarween Tools Sarween Tools Cancel a fleet's movement
Floating Factories Stasis Capsules Stasis Capsules Micro Technology War Sun
TECHNOLOGIES
TECHNOLOGIES
Hylar V Assault Laser Salvage Operations Hylar V Assault Laser Production Centers Micro Technology NEUTRALITY PACT
Spend 3 influences to activate a planetless
Deep Space Cannon Sarween Tools Antimass Deflectors Neural Motivator system with enemy units.
Sarween Tools Hylar V Assault Laser Stasis Capsules
Neural Motivator XRD Transporters Hylar V Assault Laser
Deep Space Cannon Deep Space Cannon
Nano Technology
AC AC AC AC AC AC
ACTION
ACTION
CARDS
CARDS
7 2 5 4 4 8
PC PC PC PC PC PC
POLITIC.
POLITIC.
CARDS
CARDS
1 1 0 3 2 0
2 3 3 0 3 6 OBJECTIVES
1
SPECIAL
Total 3 1
Lisis II 1 0
Ragh 2 1
De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col. TG PC AC C
# #
Round 0 Planet Tech
x8 x8 x5 x2 x4 ∞ ∞ x 12 x 12 x3 x6 x8 x8 x 40 <5 <7 SA
Yin 1 2 4 4 1 1 2 0 2 0 2
Saar 1 2 2 4 1 2 2 0 2 0 2
Mentak 3 1 4 1 1 1 2 0 2 0 2
Winnu 1 1 2 3 1 1 1 3 0 2 0 2
Hacan 1 2 2 4 1 3 2 0 2 0 2
Muaat 1 2 4 1 1 3 0 2 0 3
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
Yin 3 1 2 4 6 1 4 2 0 2 1 2
Saar 1 1 2 8 8 1 5 2 0 2 1 2
Mentak 2 3 1 6 1 1 5 3 0 2 1 2
Winnu 1 2 1 6 5 1 1 4 3 0 2 1 2
Hacan 1 2 2 8 1 8 3 0 2 1 2
Muaat 1 1 2 4 1 4 4 0 2 1 3
Yin 3 3 2 4 6 1 1 1 1 5 2 0 2 2 1
Saar 2 2 3 8 8 1 8 3 1 2 2 1
Mentak 6 5 1 6 1 1 1 2 6 3 0 0 2 0
Winnu 2 5 0 2 4 1 1 4 3 0 3 3 1
Hacan 2 2 4 10 3 2 9 3 0 1 2 3
Muaat 1 2 2 5 1 2 7 5 0 0 3 1
Turn 1 T Moll Primus R Switch > Darien S Production X HS <> Loki T El'nath T Quann
Production
Turn 4 T Lisis T HS T Lesab Pass R T Tar'mann
Centers
Yin 5 4 2 4 8 1 3 1 1 5 2 2 1 5 1
Saar 2 4 4 8 10 2 2 9 3 1 2 3 2
Mentak 6 5 1 9 1 0 2 1 2 6 4 0 0 2 1
Winnu 0 0 0 2 2 1 2 4 3 2 4 3 1
Hacan 5 2 10 14 2 3 2 3 2 9 5 2 1 4 2
Muaat 2 1 2 4 7 2 2 2 7 7 0 0 4 2
Yin 4 3 1 3 10 1 3 1 1 6 2 5 1 6
Saar 0 4 1 3 6 9 1 3 1 9 3 1 2 3 2
Mentak 6 5 1 9 1 1 1 2 7 5 1 0 3
Winnu 2 1 2 3 1 2 1 4 2 4 3 1
Hacan 5 4 12 15 1 3 3 4 3 2 10 7 5 1 5
Muaat 2 2 2 8 9 2 2 2 7 8 0 0 7 2
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
Yin 4 3 1 1 8 1 3 1 1
Saar 2 4 0 3 8 9 1 1 1
Mentak 3 4 1 8 3 2 2 2
Winnu 2 2 1 4 4 1 2
Hacan 7 4 8 21 1 2 3 5 3 2
Muaat 2 4 2 2 10 10 2 2 4 2
CC
VP
SA FS CP
2 3 3 0 15
2 3 3 0 15
2 4 3 0 17
2 3 3 0 ###
2 3 3 0 15
3 3 3 0 19
CC
VP
SA FS CP
2 3 3 0 20
2 3 3 0 21
2 4 3 0 20
2 3 3 0 ###
2 3 3 0 17
3 3 3 0 22
CC
VP
SA FS CP
1 4 2 0 28
1 3 3 1 27
0 4 2 0 ###
1 4 1 1 21
3 5 3 1 31
1 2 2 1 ###
CC
VP
SA FS CP
1 5 3 0 41
2 4 2 2 41
1 4 1 1 36
1 4 3 1 10
2 5 2 1 53
2 2 1 4 ###
CC
VP
SA FS CP
2 ###
2 5 3 3 ###
1 32
1 6 2 0 ###
2 67
2 3 1 6 ###
CC
VP
SA FS CP
###
###
###
21
72
72
RACE-SPECIFIC TECHNOLOGIES
Fighter ½ - 9+ ∞
Destroyer 1 2 9+ x8 Anti-fighter beam (2D10)
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
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
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
Special Abilities :
- You may always add Influence value of your Home System planet to your votes, even if is
The Winnu
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.
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 Yssaril Tribes - 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 1 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.
fighters
en Tools
PRIMARY SECONDARY
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.
DIPLOMACY II B) Execute this card's secondary ability without paying a CC or any influence. Cost = 1 CC & 3 influences.
- Build in one of your system (even activated) containing a SD with a bonus of 2 - Build up to 3 units in one of your system (even activated) containing a SD.
4.
resources. - Building doesn't activate the system.
PRODUCTION - 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).
5.
- All players receive Trade Goods from their active trade agreements minus 1 (except active player).
TRADE II - 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
6. movement and +1 on space combat rolls. control.
WARFARE II - 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.
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.
BUREAUCRACY - Draw the top 2 cards from the objective deck. Reveal one and place the other on Cost = 1 CC.
the top of the deck.
- You may immediately claim 1 public objective that you qualify for.
PRIMARY SECONDARY
2. - Name opponent. Neither you nor that opponent may activate a system containing - Refresh up to two exhausted non-Home System Planet Cards.
DIPLOMACY units of the other player. Cost = 1 CC.
A) Receive 3 Trade Goods, plus Trade Goods for active trade agreements. Open
5. - Receive Trade Goods for active trade agreements.
trade negotiations. You must approve all new trade agreements.
TRADE Cost = 1 CC.
B) Cancel all trade agreements.
- Choose any 1 or 2 of your Destroyers or Cruisers on board, each unit may move to
6. an adjacent empty non-Home system (place 1 CC from reinforcements in each
- Retrieve 1 CC from the board and place it back in your Command Pool.
WARFARE destination system).
Cost = 1 CC.
- Build units in one of your system containing one or more friendly Space Docks,
8. - Draw and reveal the top card from the Objective Deck. even if you have already activated this system (building units here doesn't activate
IMPERIAL - Receive 2 Victory Points. the system).
Cost = 1 CC.
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 : YES
- 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 : YES
- Variant Simulated Early Turns : YES
GENERAL GUIDELINES
- Basic rules of Twilight Imperium 3rd Edition, Twilight Imperium Expansion and Twilight Imperium 3rd Edition FAQ (version 1
(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.
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
- 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.
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
Yin 1 4 5 5 6 Yin 15
Saar 2 5 8 9 9 Saar 15
Mentak 1 5 6 6 7 Mentak 17
Winnu 1 4 4 4 1 Winnu 14
Hacan 3 8 9 9 10 Hacan 15
Muaat 1 4 7 7 7 Muaat 19
10 70
65
9
60
8 55
7 50
Yin 45
6
Mentak 40
5 Hacan 35
Muaat 30
4
Winnu 25
3 Saar 20
2 15
10
1
5
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 0 Rd 1 Rd 2 Rd 3 Rd 4
Victory Points
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
Yin 0 0 0 0 2
Saar 0 0 1 2 3
Mentak 0 0 0 1 1
Winnu 0 0 1 1 0
Hacan 0 0 1 1 2
Muaat 0 0 1 4 6
6
6
5
5
4
Yin
4 Mentak
3 Hacan
3 Muaat
Winnu
2
Saar
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
Unit Strenght
Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
20 28 41 36
21 27 41 45
20 31 36 32
20 21 10 15
17 31 53 67
22 28 42 57
Yin
Mentak
Hacan
Muaat
Winnu
Saar
0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
Race Username First Name Email Time Zone