Professional Documents
Culture Documents
Xtermination Galaxy Creation 4-5 P
Xtermination Galaxy Creation 4-5 P
Xtermination Galaxy Creation 4-5 P
CC
Archon Ren 2 3 Nom R I T
Pds SD GF
Archon Tau 1 1 Nom R I T
Pds SD GF
D Cr Dr W Ca Fi
Pds GF
Veknor 2 0 R Starpoint 3 1
Vega Minor 1 2 B
Garbozia 2 1 G Mirage 1 2 F
CC
Dal Bootha 0 2 R MR 1 6 Malice 0 3
2
Xxehan 1 1 G Perimeter 2 2
Alpha
Centauri 1 2
Beta
Thibah 1 1 3 Gral 1 1 B
Abyz 3 0 Arinam 1 2 B
Mellon 0 2
Fria 2 0 B Meer 0 4
Zohbat 3 1 B
Muaat 4 1 Asteriod Darien 2 4
Empty syst
/dev/null
Bereg 3 1 R
Litra Iv 2 3 G
CC
Nom R I T S Jord 4 1
Pds SD GF
D Cr Dr W Ca Fi
Pds GF
Speaker
Turn 1 Capha at 1,1 Mirage at 1,2 centauri/gril at 1,3 Mellon/Zohbat at 1,4 Thibah at 1,5 Garbozia at 1,6 Tzeen
Turn 2 starpoint Vega Arinam Meer Bereg/litra IV at 2,7 Abyz at 2,9 Hope's End at 2,11 markball
Turn 3 Lazar Nebula at 2,12 Perimeter /dev/null Asteriod at 2,6 Dal Bootha Chovesh
Turn 5 kruhland
Turn 6 Peet
Turn 7
Turn 8
4. Logistics
PLANETES
PLANETES
5. Trade
6. Warfare
7. Techno.
8. Imperial
SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP NOTES
CC
CC
2 3 3 2 3 3 2 3 3 2 3 3 2 3 3 2 3 3
CTION
ACTION
CARDS
ARDS
ACTION
ACTION
CARDS
CARDS
Trade Trade Trade Trade Trade Trade
Agreements Agreements Agreements Agreements Agreements Agreements
TOTAL =
TRADE
Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods
0
ACTIVE LAWS
TECHNOLOGIES
TECHNOLOGIES
DISCARDED LAWS
OBJECTIVES
VP
0 0 0 0 8 0
Other
STAGE 1
S STAGE 2 ST
Empty system
TG AC CC (16 max)
#
VP MLT PWR
Tech
x 40 <7 SA FS CP
DISCARDS
De Cr Dr Ws Ca Fi GF SD PDS # # TG AC CC (16 max)
Round 0 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
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
Round
1
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Stormshadow 1 2 1 2 4 1 1 3 2 1 3 3 3 17
Grunk 3 1 2 4 4 1 1 6 2 1 1 5 2 21
Sitko 1 3 0 7 1 0 5 3 1 2 2 3 17.5
BetaMale 1 1 2 4 4 1 1 3 2 3 3 4 3 19
Chovesh 0 0 1 2 1 6 1 3 4 5 0 2 3 1 2 24.5
Axlegeek 0 2 0 2 3 6 1 1 4 2 0 1 4 4 0 20.5
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
Stormshadow 0
Grunk 0
Sitko 0
BetaMale 0
Chovesh 0
Axlegeek 0
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
De Cr Dr Ws Ca Fi GF SD PDS TG AC CC
# #
Round 3 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
Stormshadow 0
Grunk 0
Sitko 0
BetaMale 0
Chovesh 0
Axlegeek 0
Round
4
Round
4
Turn 1
Turn 2
Turn 3
Turn 4
Stormshadow 0
Grunk 0
Sitko 0
BetaMale 0
Chovesh 0
Axlegeek 0
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
De Cr Dr Ws Ca Fi GF SD PDS TG AC CC
# #
Round 5 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
Stormshadow 0
Grunk 0
Sitko 0
BetaMale 0
Chovesh 0
Axlegeek 0
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
Stormshadow 0
Grunk 0
Sitko 0
BetaMale 0
Chovesh 0
Axlegeek 0
Round
7
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
Turn 7
Turn 8
De Cr Dr Ws Ca Fi GF SD PDS # # TG AC CC
Round 7 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
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 9
De Cr Dr Ws Ca Fi GF SD PDS # # TG AC CC
Round 9 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
Stormshadow 0
Grunk 0
Sitko 0
BetaMale 0
Chovesh 0
Axlegeek 0
Blue : growing / Red : decreasing
Round 10
Assault Cannon
+ + Neural Motivator
Draw Extra
Dreadnoughts Get Action Card
A Free Shot During Status
Before Combat Light Wave Deflector
Type IV Drive
Move through Cruisers and
Enemy Space
X-89 Bacterial Weapon Dreadnoughts +1
Movement
Dreadnought/War
Sun May Destroy
All Ground Force
Transit Diodes
Advanced Fighters
Move Up to Four Fighters
Ground Forces
Gravitation Negator Independent, +1
Hit, Move 2
Dreadnoughts
Bombard PDS,
Fighters Invade
Dacxive Animators
Roll for Each GF
Fleet Logistics Lost, 6+
Reinforces
Take Two
Tactical Actions
RACE-SPECIFIC TECHNOLOGIES
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 - 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
+1 Trade Good
+ for Active
Agreements
Integrated Economy
Place Units in
Adjacent System
+1 Resource to
Build
Micro Technology
+1 Trade Good
+ for Active
Agreements
Integrated Economy
Place Units in
Adjacent System
Neural Motivator
Draw Extra
Action Card
During Status
Unit Cost Mov Hit Max Special
Fighter ½ - 9+ ∞
GF ½ - 8+ ∞
Destroyer 1 2 9+ x8 Anti-fighter beam (2D10)
Cruiser 2 2 7+ x8
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 Naalu Collective
- 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
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 VP 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.
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.
1
1
0.9
0.8
1
0.7
Tzeen
0.6
markball 1
0.5
Chovesh
0.4 orc conquest 1
0.3 kruhland
0.2 Peet 1
Unit Strenght
0.1
0 0
Rd Rd Rd Rd Rd Rd Rd Rd Rd Rd Rd
0 1 2 3 4 5 6 7 8 9 10
0
Victory Points
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
Tzeen
0
markball
Chovesh 0
orc conquest
kruhland 0
Peet
0
10 Colu Colu Colu Col
9 mn mn P mn mn
8 O Q
7
Tzeen
6
markball
5
Chovesh
4 orc conquest
3 kruhland
2 Peet
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
Tzeen
0 markball
Chovesh
0 orc conquest
kruhland
Peet
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
Race Username First Name Email Time Zone
Tzeen GMT + 2
Xxcha Øyvind Oyvind.krusedokken@hio.no
Yin Chovesh
Muaat kruhland