Professional Documents
Culture Documents
WinterSolstice R1 0a
WinterSolstice R1 0a
To turn off gridlines use: Tools, Options, View, Window options, uncheck Gridlines
0 Malice 3
0 Maaluuk 2
2
1 1
1
A B 3 Druaa
SD 2
1 4
2 Vega Major 1
Naalu
B 1 Vega Minor 2
High Alert
Asteroid Field
2 Saudor 2
1 Lisis II 0
2 5 [0,0,0] 0
2 Perimeter 2 2 Sakulag 1 1 SD 4
1
Saar L1Z1X
2 Ashtroth 0
3 Capha 0
B
1 Loki 2 Asteroid Field Ion Storm
2 Lisis 2
R 1 Abadoon 0
FI 1 Mirage 2
1 Mecatol Rex 6
G 0 Rigel I 1
G 3 Lodor 1
R 2 Velnor 0
1 New Albion 1
A
G
Timbuk2
2 Arretze 0
SD 2
3 Starpoint 1 3
1
1 Hercant 1
1 1 GF 2 Primor 1
2 4 Mol Primus 1
2 0 Kamdorn 1 1 SD 4
1 2 Arnor 1
B G 2 Garbozia 1
2 El'nath 0
Hacan Mentak
B
Nebula
1
1
2
Y 3 Winnu 4
1 SD 3
Winnu
Speaker
▼
STRAT.
BONUS
Total 3 3 Total 5 0 Total 4 1 Total 3 4 Total 3 2 Total 3 1
Muulaak 0 2 [0.0.0] 5 0 Moll Primus 4 1 Winnu 3 4 Y Arretze 2 0 Lisis II 1 0 1. Leadership
Druaa 3 1 Hercant 1 1 Rajh 2 1
Kamdorn 0 1 2. Diplomacy II
3. Assembly
PLANETES
PLANETES
4. Production
5. Trade II
6. Warfare II
7. Techno. II
8. Bureaucracy
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 3 3 3 3 3 2 4 3 2 3 3 2 3 3 2 3 3
TOTAL =
2 1 1 1 1 1 3 1 3 3 2 1
TRADE
0 0 0 0 0 0
Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods
0
ACTIVE LAWS
Antimass Deflectors Enviro Compensator Hylar V Assault Laser Antimass Deflectors Enviro Compensator Antimass Deflectors
Enviro Compensator Stasis Capsules Enviro Compensator Enviro Compensator Sarween Tools XRD Transporters
Cybernetics Stasis Capsules
TECHNOLOGIES
TECHNOLOGIES
AC AC AC AC AC AC
ACTION
ACTION
CARDS
CARDS
0 0 0 0 0 0
PC PC PC PC PC PC
POLITIC.
POLITIC.
CARDS
CARDS
2 2 2 2 2 2
0 0 0 0 0 0 OBJECTIVES
Hidden
Hidden
Hidden
STAGE 1
Hidden
Hidden
Hidden
Hidden
Hidden
STAGE 2
Hidden
Hidden
Hidden
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
Naalu 1 2 4 4 1 2 2 0 2 0 2
L1Z1X 1 2 2 4 1 1 4 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
Saar 1 1 1 4 4 1 2 2 0 2 0 3
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
Naalu 1 2 4 4 1 2 2 0 2 0 2
L1Z1X 1 2 2 4 1 1 4 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
Saar 1 1 1 4 4 1 2 2 0 2 0 3
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 14
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 14
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
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.
TI3 Cards 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
- Special house rule "Individual Turns. See below or http://www.ti3wiki.org/index.php?title=IndividualTurns for more d
- Game in 9 VP
- Option Long War : NO
- Option Age of Empire : NO
- Option Distant Suns : NO
- Option Leaders : NO
- Option Sabotage Runs : No
- 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 : No
- Variant Shock Troops : No - note that Hope's End gives you 2 regular Ground Forces
- Variant Space Mines : No
- 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 : No
- Variant Simulated Early Turns : No
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.
1. Strategy phase
1. Strategy Selection - Select Strategy cards as normal
2. Strategy Orders - Players simultaneously submit their Strategy "orders" to the GM by private message, declaring e xac
Secondary strategies they activate, and exactly what actions are taken.
3. Strategy Resolution - GM resolves the Strategy actions, in order. Apply the Primary strategy, then apply the Secondar
Assembly voting and continue Trade II negotiations. Work through all of the other active strategy cards. The GM publishes
remaining Trade and Assembly actions that need to be resolved.
4. Assembly and Trade (simultaneous): The Player presents the political card. All players debate and vote. Some trades
received, and GM updates accounting.
2. Tactical phase - Each person goes in order of their strategy cards
1. Movement - As normal. Each movement is considerd an "action" and should be listed in order because that may be im
played.
2. Response - After the movement is posted, any players may respond with action cards and any players engaged in com
and Invasion combats to the GM.
3. Resolve Combats - Resolve Space Combats (GM) and then Invasion Combats (GM)
4. Update map and statistics (GM)
3. Status phase
Number of Planets Total Unit Strength
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10 Rd 0
Naalu 1 Naalu 15
L1Z1X 2 L1Z1X 15
Mentak 1 Mentak 17
Winnu 1 Winnu 14
Hacan 3 Hacan 15
Saar 1 Saar 19
3 19
18
17
2 16
Naalu
Mentak 15
Hacan
Saar 14
Winnu
1 13
L1Z1X
12
11
0 10
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
Naalu 0
L1Z1X 0
Mentak 0
Winnu 0
Hacan 0
Saar 0
6
Naalu
5 Mentak
Hacan
4 Saar
Winnu
3
L1Z1X
2
0
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
Unit Strength
Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
Naalu
Mentak
Hacan
Saar
Winnu
L1Z1X
0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
Player # Race Username First Name Email
GMT+2
GMT-6
GMT+1
GMT-6
GMT-6
GMT-6
GMT-6
I chose to give Aroine his 2nd choice, so that Kruhland and Saduel could each have their 2nd choices too.
Round 1 strategy cards will be selected in the opposite order… starting with Naalu.
R0_1 Gredavin added at the last minute. He'll select an available race and pick home system last / strategy card first (i.e.
Status: To Do List:
x political cards: 2 to each player
x objective cards: 1 secret obj to each player
x objective cards: keep them secret, they turn over with the Bureaucracy card
x place home systems
x starting units on home systems
x reflect chosen colors on other tabs
x update trade card values on "Main" page
R0_2 Deleted the "map setup" tab because it should no longer be needed and it saves ~200k bytes
2nd choices too.