Professional Documents
Culture Documents
LegacyOfFire0 6
LegacyOfFire0 6
0 Malice 3 5 Char 0
1 1 5 [E]
2
1
2 Ashtroth 0
Alpha Beta [G,G]
Overmind Broods
1 Loki 2
Asteroid Field
1 Tar'mann 1
Xel'Naga UED
Beta
Asteroid Field
Ion Storm
G 0 Rigel I 1
TG 2 Tsion 2
G 3 Lodor 1
1 Rigel II 2
1 Mecatol Rex 6
3
Beta B 1 Arinam 2 2 Lisis 2
Alpha
M
TG 2 Sumerian 2
G 2 Quann 1 FI 1 Mirage 2
0 Meer 4 R 2 Velnor 0
1 Arcturus 1 1
1 1 [A]
2 1
4 Aiur 1 2 1
1 1 [E] 2 [S] 0 Mellon 2
[G,G]
Protoss
Beta
Renegade Broods
Nebulae
R 2 Torkan 0
B 2 El'nath 0
B 3 Zohbat 1
0 Korhal 2
3 Capha 0
B 0 Tor'kan 3
1 1
1 [A] 1
2 4 Tarsonis 1
[S,G] 1 1 3
Terrans
Legacy of Fire Round1 Strategy Phase
Speaker
▼
STRAT.
BONUS
Total 4 4 Total 5 0 Total 4 0 Total 6 3 Total 0 0 Total 4 3
Xul'Tharos 4 4 Char 5 0 Zerus 4 0 Auir 4 1 Tarsonis 4 1 1. Initiative
Shakuras 2 2 Korhal 0 2 2. Diplomacy II
3. Political
4. Logistics
5. Trade II
6. Warfare
PLANETS
PLANETS
7. Techno. II
8. Imperial II
NOTES
SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP
CC
CC
2 3 3 2 3 3 2 3 3 2 3 3 3 3 3 2 3 3
TOTAL =
2 1 1 1 1 1 2 1 3 1 2 2
TRADE
Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods
4
ACTIVE LAWS
Enviro Compensators Enviro Compensators Stasis Capsules Antimass Deflectors Enviro Compensators Hylar V Assault Laser
Sarween Tools Antimass Deflectors Antimass Deflectors Gen Synthesis Antimass Deflectors Assault Cannons
XRD Transporters XRD Transporters Type IV Drives Cybernetics
TECHNOLOGIES
TECHNOLOGIES
AC AC AC AC AC AC
ACTION
ACTION
CARDS
CARDS
PC PC PC PC PC PC
POLITIC.
POLITIC.
CARDS
CARDS
0 0 0 0 0 0 OBJECTIVES
Hidden
Hidden
Hidden
STAGE 1
Hidden
Hidden
Hidden
Hidden
Hidden
STAGE 2
Hidden
Hidden
Hidden
Abadoon
Abyz
Archon Ren
Archon Tau
Arinam
Arnor
Arretze
Ashtroth
Bellatrix
Bereg +R
Capha
Centauri
Dal Bootha
Darien
Druaa
El'nath
Fria
Garbozia
Gral
Hercant
Hope's End
Jord
Kamdorn
Lazar
Lesab
Lisis
Lisis II
Litra IV +C
Lodor
Loki
Lor
Maaluuk
Malice
Mallice
Mecatol Rex
Meer
Mehar Zull
Mellon
Mirage
Mol Primus
Muaat
New Albion
Perimeter
Primor
Quann
Qucen'n
Quinarra
Ragh
Rarron
Rigel I
Rigel II
Rigel III
Sakulag
Saudor
Starpoint
Tar'mann
Tequ'ran
Thibah
Torkan
Tren'lak
Tsion
Vega Major
Vega Minor
Velnor
Wellonn
Winnu
Xxehan
Zohbat
Saar
Saar
Saar
Antimass Deflectors
XRD Transporters
Total 3 1
Lisis II 1 0
Ragh 2 1
0 0 0 0 0 0
Round 1 pacattus murph lost destiny redscare Vorocano Olmestig
Primary
Strategy
Secondary
Strategies
Action
Action
Action
Action
Action
Action
Action
Status Phase
0 0 0 0 0 0
Round 2 Olmestig redscare lost destiny pacattus Vorocano murph
0 0 0 0 0 0
Primary
Strategy
Secondary
Strategies
Trade II results
Assembly
Agenda and
results
Action
Action
Action
Action
Action
Status Phase
0 0 0 0 0 0
Round 3 Olmestig redscare lost destiny pacattus Vorocano murph
0 0 0 0 0 0
Primary
Strategy
Secondary
Strategies
Trade II results
Assembly
Agenda and
results
Action
Action
Action
Action
Action
Status Phase
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
X T 0 0 0 0 0 0
S 0 0 0 0 0 0
0 0 0 0 0 0
Round 4 Olmestig redscare lost destiny pacattus Vorocano murph
0 0 0 0 0 0
Primary
Strategy
Secondary
Strategies
Trade II results
Assembly
Agenda and
results
Action
Action
Action
Action
Action
Status Phase
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
X T 0 0 0 0 0 0
S 0 0 0 0 0 0
0 0 0 0 0 0
Round 5 Olmestig redscare lost destiny pacattus Vorocano murph
0 0 0 0 0 0
Primary
Strategy
Secondary
Strategies
Trade II results
Assembly
Agenda and
results
Action
Action
Action
Action
Action
Status Phase
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
X T 0 0 0 0 0 0
S 0 0 0 0 0 0
X T 0 0 0 0 0 0
S 0 0 0 0 0 0
0 0
0 0
0 0
0 0
0 0
0 0
Agenda and voting results
CC Unit
VP
SA FS CP Strgth.
0 0
0 0
0 0
0 0
0 0
0 0
CC Unit
VP
SA FS CP Strgth.
0 0
0 0
0 0
0 0
0 0
0 0
CC Unit
VP
SA FS CP Strgth.
0 0
0 0
0 0
0 0
0 0
0 0
CC Unit
VP
SA FS CP Strgth.
0 0
0 0
0 0
0 0
0 0
0 0
Agenda and voting results
CC Unit
VP
SA FS CP Strgth.
0 0
0 0
0 0
0 0
0 0
0 0
RACE-SPECIFIC TECHNOLOGIES
Overmind Broods - Hyper Evolution (5):
You may now purchase technology, and when you do so, you may reduce the cost of each technology by 1
Terran Confederacy - Nuclear Warheads (4)
Before the first round of invasion combat (but after PDS fire), if you have any GF remaining you may inflict 2 casualties on any enemy GF
UED Fleet - Yamato Cannons (5)
Each Cruiser may fire once during the precombat fire stage of space combat (in addition to their normal attack)
Protoss Bretheren - Drone Automation (2)
Each carrier may produce up to 2 fighters at cost during the produce units step of any tactical or transfer action, carrier's capacity is also increased by 2.
Xel'Naga - Juggernaught Caste (6)
Your Ground Forces now have the sustain damage ability
Renegade Broods - Ravager Strain (2)
Your Ground Forces receive +1 to combat rolls. On a roll of 10 they inflict 2 hits.
Unit Cost Mov Hit Max Special
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
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 4 - 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.
Xel'Naga
- Game in 10 VP
- Option Long War : ?
- Option Age of Empire : YES
- Option Distant Suns : NO
- Option Leaders : YES
- Option Sabotage Runs : no
- Option Homeworld : YES
- Option Star in the Crown : ?
- Option Ancient Throne : ?
- Variant Imperial Strategy Card : YES
- Variant Strategy Cards : YES
- Variant Objectives : YES
- Variant Race-Specific Technologies : YES
- Variant Artifacts : YES
- Variant Shock Troops : YES
- 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 : ?
- 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.
- 24 hours is the time allotted to player reaction to particular events. After this time the GM may choose to proceed with play.A
RULES CLARIFICATIONS
- 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
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 Strength (compute
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10 Rd 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
1 11
11
11
11
0
11
0
0 11
0
10
0
0 10
10
10
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
6
0
5 0
0
4 0
0
3
0
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 (computed using unit costs)
Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
0
0
0
0
0
0
0
0
0
0
0
0
0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
1 Olmestig
2 redscare
3 lost destiny
4 pacattus
5 Vorocano
6 murph
Username List: Olmestig, redscare, lost destiny, pacattus, Vorocano, murph, Eppic
Email List: 0, , , , , , Matthewjoelepp@hotmail.com
Race/Player: /Olmestig, /redscare, /lost destiny, /pacattus, /Vorocano, /murph, GM/Eppic
Time Zone
GMT+2
GMT-6
GMT+1
GMT-6
GMT-6
GMT-6
GMT-6
, /murph, GM/Eppic
Round 0
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
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
R1_1 Daniel78 made some good updates to the spreadsheet. "SD" indicates a space dock on a planet. Saar's space