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Tren'lak 1 0
1 1
Loki 1 2 1 D Cr Dr W Ca Fi Ion Storm
1 Game Over Pds GF/ST
Abaddon 1 0 R
1 Qucen'n 1 2 Supernova
1 1
Tar'mann +R 2 1 Rarron 0 3 G
Ion Storm 1 Asteroid
1 4
Field
Nar 2 3 Lisis II 1 0
Jol
1 SD
1 2
1 1 1
Space Bumpers
A Ragh 2 1 Wormhole
SD
Vega Minor 1 2 B
1 1 2
Vega Major 2 1 §
Supernova 1 Nebula 1
M 1
Coorneeq +R 2 2 R Tsion 2 2 TG
2 1 1 1 4 HIGH ALERT
1 4 3 1
Arturus 1 1
Nebula 2 Supernova 2
3
1 1 1 3 A
Muaat 4 1 Perpetual Tilt Moll Primus 4 1
SD 2 1 SD 2
Dal Bootha 0 2 R
1 1 1 1 1
Xxehan 1 1 G Mirage 1 2 FI
Ion Storm 2
1 2
Tequ'ran 2 0 R
CC Mine 1 1 2 1 3
Thibah 1 1 Torkan 0 3 B
1
Nom R I T Arc Prime 4 0
Lead Pds SD GF/ST SD 2 2 1 3
Wren Terra 2 1
D Cr Dr W Ca Fi
Pds GF/ST
1 1
SPEAKER
Turn 1 T Tequran T Coorneeq S Production X HS <> Lazar T Hope's End S Techno. II Sardakk 2 1 3 4 9
Turn 4 Letnev 2 2 1 3 6 7
Turn 5 Muaat 1 2 4 6
Turn 6 Jol-Nar 1 1 2 3 8
Turn 7
Turn 8
PLANETS
PLANETS
4. Production
5. Trade II
6. Warfare II
7. Techno. II
Total: 11 6 5/7 Total: 10 6 4/6 Total: 8 4 3/4 Total: 11 7 4/6 Total: 8 7 4/5 Total: 10 8 3/5 8. Bureaucracy x
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
1 3 2 2 3 4 1 4 2 2 4 3 0 3 4 1 3 1
CC
CC
Total CC /16 = 6 Total CC /16 = 9 Total CC /16 = 7 Total CC /16 = 9 Total CC /16 = 7 Total CC /16 = 5
TOTAL TG /40 =
3 1 1 1 2 1 2 1 1+1 1+1 2 2
TRADE
0 0 3 2 0 0
ACTIVE LAWS
Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods INCENTIVE PROGRAM
0
"Win space battle against 3 ships"
This PO now worth 2 VP
Hylar V Assault Laser Antimass Deflectors Hylar V Assault Laser Hylar V Assault Laser Enviro Compensator Hylar V Assault Laser
Deep Space Cannon XRD Transporters Enviro Compensator Antimass Deflectors Sarween Tools Antimass Deflectors
War Sun Enviro Compensator
Micro Technology Sarween Tools
Nano Technology XRD Transporters
TECHNOLOGIES
TECHNOLOGIES
Total Tech. = 2 Total Tech. = 2 Total Tech. = 2 Total Tech. = 2 Total Tech. = 5 Total Tech. = 5
AC AC AC AC AC AC
(7 AC max)
ACTION
CARDS
AC
1 1 1 1 1 3
PC PC PC PC PC PC
(5 PC max)
POLITIC.
CARDS
PC
0 0 0 0 1 1
1 0 0 0 1 0 OBJECTIVES
Ships cannot move through (but may move into) nebula. Any fleet
bula defending in a nebula receives +1 to combat rolls. Any ship leaving a
nebula always has its movement reduced to 1.
Ships cannot move through an ion storm. PDS cannot fire into an ion
Storm
storm. Fighters do not fight within an ion storm.
rnova Ships may not pass through or end movement in a supernova system.
eroid Ships may not pass through asteroids unless player has the Antimass
eld Deflector technology. Ships may never end movement in system.
1 3 30 Sardakk 1 1 2 4 7 1 2 23
1 29 Saar 2 1 2 4 4 1 23
1 1 34 Mentak 4 2 2 8 1 1 25
1 31 Letnev 1 2 1 2 6 5 1 26
1 27 Muaat 1 1 4 4 1 23
1 2 2 3 36 Jol-Nar 1 1 2 3 8 1 2 27
DISCARDED CARDS
Rd Who Action Card Rd Who Political Card
SET Mentak Crown of Ephidia
SET Letnev Public Execution
SET Letnev Recognize Accomplishments
SET Sardakk Wormhole Research
SET Sardakk Neutrality Pact
SET Muaat Closing the Wormholes
SET Saar Planetary Security
SET Saar Minister of Internal Security
1 Jol-Nar Planetary Conscription
1 Jol-Nar Warship Commission
1 Mentak Imperial Mandate
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 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.
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
Special Abilities :
The Clan of Saar - 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 :
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
The Winnu
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.
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.
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 : 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 : 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 : NO
- Variant Simulated Early Turns : YES
GENERAL GUIDELINES
- Basic rules of Twilight Imperium 3rd Edition, Twilight Imperium Expansion and Twilight Imperium 3rd Edition FAQ (version 2
(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
before the next battle round.
- 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.
FORMAT
-For each future Turn, specify which turn you mean. (Examples: "Turn 3: play my strategy card…"; "Turn 4: activate System X,
-For each conditional secondary play: use the "IF THEN" format. (Examples: " If Production is activated, then activate the sec
activated, then pass on the secondary.", "If either Bureaucracy, Tech, or Warfare are activate, then pass on their secondaries
-For truly conditional responses: use the "IF THEN" format. (Examples: " If Player1 attacks me at system X, then play my AC Z
within range of my PDSs then do NOT fire at his units.")
-When stating Build orders (in conditional orders, OR when posting them on the message board), please use this format: B
GFs(1) [on planet X]. Exhaust Planet Y(2), Planet Z(1), 1 TG and Sarween(1). If you don't specify how you will pay for a build/
TGs, then start exhausting Planets from the Top of your list of Planets down the spreadsheet, until the full cost is paid, even if r
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
Sardakk 5 Sardakk 23
Saar 5 Saar 23
Mentak 4 Mentak 25
Letnev 4 Letnev 26
Muaat 3 Muaat 23
Jol-Nar 5 Jol-Nar 27
5 28
4.5 25
4 23
20
3.5
Sardakk 18
3
Saar 15
2.5 Mentak
13
Letnev
2
Muaat 10
1.5 Jol-Nar
8
1 5
0.5 3
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
Sardakk 0
Saar 0
Mentak 0
Letnev 0
Muaat 1
Jol-Nar 0
1
Sardakk
1
Saar
0 Mentak
Letnev
0
Muaat
0 Jol-Nar
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
Sardakk
Saar
Mentak
Letnev
Muaat
Jol-Nar
0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
DEFINITIONS
Units: All in table but Facilities and Space Mines (see back of page).
Ships: All units except for PDS, GF and Space Dock
Spaceships: All ships except for Fighters (self ruling)
Fighter Capacity: Max number of Fighters supported in the system (by Carriers, War Suns and Space Docks).
Wormholes: Adjacent for purposes of movement only.
Empty systems: Systems without any units (MAY have counters). Special systems are NOT empty.
Special systems: Asteroid Field, Ion Storm, Nebula and Supernova
System you control: You control all planets in the system (if any) and have 1 spaceship in the syste m.
RACE SHEET
Strategic Allocation Area (SA)
Command Counters (CC) in your Strategic Allocation Area are mostly used to initiate the secondary ability of strategy cards and some racial abilities.
Fleet Supply (FS)
You can never have more spaceships in one system than the number of CCs in your Fleet Supply. Remove excess spaceships instantly (even before landin
Command Pool (CP)
CCs in your Command Pool are mostly used for Tactical and Transfer actions.
PHASES
Strategy Phase
Select strategy cards (SC) clockwise, speaker picks first. If card the SC has bonus counters, the player gets one CC or Trade Good (TG) per counter.
3 or 4 players: select 2 cards per player one at a time.
Action Phase
Each player executes an action in turn order. Order of play is determined by initiative on strategy card, lowest first. In case of tied initiative, Speaker decid
Strategic Action
Turn over SC and execute primary ability, then all other players execute its secondary ability.
Transfer action
1. Activate two inactivated systems by placing 1 CC from command pool, 1 CC from reinforcements. Only activate systems that are adjacent,
2. Movement between systems (Fighters must be transported)
3. PDS fire (once per PDS) / Space Mines
4. Landings (friendly only)
5. Production in one of the activated systems only.
Tactical action
1. Activate system (CC from command pool)
2. Movement into system from any number of systems.
3. PDS fire (once per PDS) / Space Mines
4. Space battles
5. Landings
6. Invasion combat
7. Production
Play as an action
Some action cards have “Play as an action” listed.
Pass
Only if your SC is turned over (both SCs if you have 2). After passing, no new actions are allowed this game round. Executing SCs’ secondary ability i
Status Phase
1. Each player claims 1 Public Objective and/or 1 Secret Objective (clockwise – beginning with Speaker)
2. Repair all damaged ships
3. Remove Command Counters
4. Refresh planet cards
5. Receive 1 action card and 2 command (in order of init)
6. Redistribute Command Counters (check fleet supply).
7. Return strategy cards
- Scuttle Units: once Step 1 is complete, at any time during the Status Phase, a player is allowed to destroy (return to reinforcements) any of his u
- Trade Agreements may be broken at anytime during the Status Phase.
- Refresh Ability: Some planets and all Trade Stations (see below) have a “refresh ability”. You may exhaust the planet or Trade Station during the S
GAME END
Game end: A player has 9 points unless a public objective states otherwise
Victory: Highest points; if tie lowest initiative; else game tied
Imperium Rex: Game End, winner = highest VP, if tie resolve in order: most objectives, planets, unused CC, tie
MOVEMENT / TRANSFER
To Activate a System
The player places a CC in the hex (system) he wishes to activate. If one of his CCs is already there, the player may NOT place a new CC there (i.e. activ
Movement (tactical)
All units within range may move into system if they can trace a route within range and without enemy spaceships (non-fighter). May move through activa
Movement (transfer)
Units may move between system, fighter capacity still counts, just as fleet supply. Movements are simultaneous .
Transfer action summary:
1) Activate two systems
- Must be adjacent
- Must have at least one of your units in each system
- May not have any enemy units in either system
- Activate one system from command pool, activate other system from reinforcements
2) Movement between systems
3) PDS Fire
4) Planetary Landings
5) Production (in one system)
PDS FIRE
As a Tactical Action, you may activate a system to fire at enemy ships within that system (or support your attacking fleet).
When an adversary activates a system, all your PDS within range of the activated system may fire at enemy ships within the system (the ships MUST be
You cannot fire through a Wormhole. A planet may never have more than 2 PDS.
SPACE MINES
When a fleet ENDS ITS MOVEMENT in a system with enemy Space Mines, roll 1 die for each spaceship in the fleet (9 or 10 = hit). Remove 1 Space Min
SABOTAGE RUN
During pre-combat (see Space Battles for timing), players announce which Fighter will be used against which enemy War Sun (attacker first).
Outer defenses: roll for each fighter, on a natural 9 or 10 Fighter lives
Inner defenses: roll for each remaining Fighter, one at a time. On a natural 10, War Sun is destroyed, otherwise, Fighter is destroyed.
SPACE BATTLES
Before Space Battle: PDS, Space Mines, Action Card (stating “before space battle”)
Pre-Combat: Anti-Fighter Barrage, Assault Cannons, Mentak ability, Minister of War, Naalu ability, Sabotage Run;
1. Announce Withdrawals/Retreat
2. Roll Combat dice (if result ≥ battle 1 hit)
3. Remove Casualties (Fighter capacity DOES NOT apply during Space Battle)
4. Execute Withdrawals/Retreats
Repeat until withdrawal/retreat or no ships remain.
Withdraw/Retreat: If enemy has not been destroyed move to a previously activated (or inactivated) system containing no enemy units. If system is inactiv
BLOCKADE
If an enemy ship is present in the same system as your Space Dock, this Space Dock is “blockaded” (cannot produce units).
LANDINGS
Announce all landings; a unit can only be assigned once. Resolve hostile landings according to active player’s wishes. Landings on several planets are
Friendly landings: Landings on planets you control
Neutral landings: Landings on uncontrolled planets. Take planet card exhausted
Hostile landings (invasion): See Invasion Combat
INVASION COMBAT
Pre-combat: Bombardment (War Suns and Dreadnoughts fire once), PDS fire.
1. Roll Combat dice (if die ≥ battle 1 hit)
2. Remove casualties
Continue Step 1 & 2 until either side lost all units.
If successful remove all enemy PDS, Facility and Space Dock and remove control markers, hand over planet card exhausted to new controller.
SHOCK TROOPS
Shock Troop (ST) is a subtype of GF. Any effect applying to GF applies to ST also. If a natural 10 is rolled in favor of a GF during an invasion, substitute
1. STs are taken as casualties before GFs.
2. STs capture Space Dock, Facility and PDSs if invasion is successful.
3. STs must always (inside ships also) be with a GF or an ST becomes a GF
PRODUCTION
Build units in activated system.
Build Space Dock and/or Facility:
1. System has been activated by tactical.
2. Planet under your control for entire Game Round
3a. Space Dock: No Space Dock on planet.
3b. Facility: No Facility on planet.
4. No enemy ships. Place Space Dock and/or Facility on planet
Building units (other than Space Docks):
Only at Space Docks. Must have had Space Dock for entire Game Round. May not build more units than Production Capacity (Planet Resource Nu
Spend resources by exhausting planets. Select units and spend resources. Ships are placed in space. GF and PDS are placed on same planet as
Deploying Space Mines:
Cruiser must be present in activated system.
1 Space Mine token per Cruiser; a Cruiser built during the same activation cannot deploy Space Mines.
TRADE GOODS
May be given to other players freely. This is the only way things can be given freely unless other effects state so differently. May be used instead or in ad
ACTION CARDS
You can NEVER have more than 7. If more discard immediately. Player declares that he is playing an Action Card (face down), players may then respon
Sabotage: Sabotage Action Card can be played after the Action Cards have been revealed. If the sabotaged Action Card was played as an action, althou
POLITICAL CARDS
You can never have more than 5. If more discard immediately. Played only during the Assembly Strategy Card’s primary ability as instructed on the Asse
TRADE STATIONS
The instant your ship ends its movement in the system, place your control marker on the Trade Station. If an enemy ship should end its movement in the sy
Race Username First Name
GM Daniel78 Daniel
Adam.Kaczor@gmail.com GMT -6
arvidos@gmail.com GMT +1
Nkapke@gmail.com GMT -6
upswade@yahoo.ca GMT -7
starfuryenterprises@yahoo.com GMT -5
mdhesse@gmail.com GMT -6
dpham@informatica.com GMT +1