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CC Mine

SPECIAL SYSTEMS

Ships cannot move through (but may move into) nebula. Any fleet
Jord 4 2 Nom R I T Nebula defending in a nebula receives +1 to combat rolls. Any ship leaving a
SD 5 Lead Pds SD GF/ST nebula always has its movement reduced to 1.

Ships cannot move through an ion storm. PDS cannot fire into an ion
1 2 D Cr Dr W Ca Fi Ion Storm
storm. Fighters do not fight within an ion storm.
Pds GF/ST
C - 12 C-1
Supernova Ships may not pass through or end movement in a supernova system.

C - 11 B-1 C-2 Asteroid Ships may not pass through asteroids unless player has the Antimass
Field Deflector technology. Ships may never end movement in system.

E B
A system with a wormhole is considered adjacent to the system with the
Wormhole
B - 12 B-2 other end for purposes of movement.

B - 11 A-1 B-3

C - 10 A-6 A-2 C-3


A B
Mecatol Rex 1 6 Mallice 0 E
3
B - 10 B-4
2
T
3 A
C-9 A-5 A-3 C-4

B-9 A-4 B-5

E B-8 B-6
C
C-8 B-7 C-5

CC Mine

C-7 C-6
Nom R I T

D
Lead Pds SD GF/ST

D Cr Dr W Ca Fi
Pds GF/ST
HIGH ALERT

SPEAKER

Round Muaat Saar Naalu Letnev Yin Sol Current De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col. Previous De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col.
Total Total
0 Round x8 x8 x5 x2 x4 ∞ ∞ x 12 x 12 x3 x6 x8 x8 Value Round x8 x8 x5 x2 x4 ∞ ∞ x 12 x 12 x3 x6 x8 x8 Value

Turn 1 Muaat 0 Muaat 0

Turn 2 Saar 0 Saar 0

Turn 3 Naalu 0 Naalu 0

Turn 4 Letnev 0 Letnev 0

Turn 5 Yin 0 Yin 0

Turn 6 Sol 0 Sol 0

Turn 7

Turn 8

Turn 9

T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

Muaat Saar Naalu Letnev Yin Sol


lalalakers markball stormshadow777 chovesh orc conquest rbrother
Unspent: 4 1 Unspent: 3 1 Unspent: 3 3 Unspent: 6 1 Unspent: 2 4 Unspent: 4 2
Muaat 4 1 Lisis II 1 0 Druaa 3 1 Arc Prime 4 0 Darien 2 4 Jord 4 2 BONUS
Ragh 2 1 Maaluuk 0 2 Wren Terra 2 1
1. Leadership

2. Diplomacy

3. Assembly

4. Production
PLANETS
PLANETS

5. Trade

6. Warfare

7. Technology

8. Bureaucracy

Total: 4 1 0/1 Total: 3 1 0/2 Total: 3 3 0/2 Total: 6 1 0/2 Total: 2 4 0/1 Total: 4 2 0/1

NOTES DISCARDED CARDS


SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP Rd Who Action Card Rd Who Political Card
CC
CC

2 3 3 2 3 3 2 3 3 2 3 3 2 3 3 2 3 3

Total CC /16 = 8 Total CC /16 = 8 Total CC /16 = 8 Total CC /16 = 8 Total CC /16 = 8 Total CC /16 = 8

Trade Trade Trade Trade Trade Trade


Agreements Agreements Agreements Agreements Agreements Agreements
TOTAL TG /40 =

2 2 2 1 2 1 1 1 1 1 2 2
TRADE

0 0 0 0 0 0
ACTIVE LAWS

Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods
0

Enviro Compensator Antimass Deflectors Antimass Deflectors Antimass Deflectors Hylar V Assault Laser Antimass Deflectors
Sarween Tools XRD Transporters Enviro Compensator Hylar V Assault Laser Adv. Defense Turrets Cybernetics
War Sun
TECHNOLOGIES
TECHNOLOGIES

Total Tech. = 3 Total Tech. = 2 Total Tech. = 2 Total Tech. = 2 Total Tech. = 2

AC AC AC AC AC AC
(7 AC max)
ACTION
CARDS

AC

0 0 0 0 0 0

1 AC /Status 1 AC /Status 1 AC /Status 1 AC /Status 1 AC /Status 1 AC /Status

PC PC PC PC PC PC
(5 PC max)
POLITIC.
CARDS

PC

2 2 2 2 2 2

Muaat Saar Naalu Letnev Yin Sol


lalalakers markball stormshadow777 chovesh orc conquest rbrother
VP

0 0 0 0 0 0 OBJECTIVES

Blue Artifact § on ???? (1 VP)


ARTIFACTS

Green Artifact § on ???? (1 VP)

Yellow Artifact § on ???? (1 VP)

Red Artifact § on ???? (1 VP)


VOC

Voice of the Council (1 VP)


STAGE 1
STAGE 2
SO

Secret Objective 1 (2 VP)


RACE-SPECIFIC TECHNOLOGIES

Jol-Nar - 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.
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 - Foating 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.
Unit Cost Mov Hit Max Special

Carrier 3 1 9+ x4 Carry up to 6 units (Fighters, GF or PDS)

Fighter ½ - 9+ ∞
Destroyer 1 2 9+ x8 Anti-fighter beam (2D10)

Cruiser 2 2 7+ x8 Lay mines

Dreadnought 5 1 5+ x5 Sustain damage / Bombardment if invasion and no PDS

War Sun 12 2 3+ (x3) x2 Sustain damage / Bombardment (3D10) / Carry up to 6 units

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

PDS 2 - 6+ x6 Planetary shield / Space Cannon

Space Dock 4 - - x3 Production (Resource + 2) / 3 Fighters capacity

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
Home World(s) – Arretze (2r/0i), Hercant (1r/1i) and Kamdorn (0r/1i)
Starting Units – 4 ground forces, 2 carriers, 1 cruiser, 2 fighters, 1 space dock
Starting Tech – Enviro Compensator, Sarween Tools
Leaders: 1 General, 1 Diplomat, 1 Scientist
Trade Agreements: 3, 3
Special Abilities :
- Your trades do not require approval during Trade Negotiations.
- You do not need to spend a Command Counter to execute the secondary action of the
The Emirates of Hacan
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 :
- 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 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
Leaders: 1 Admiral, 1 Diplomat, 1 Agent
Trade Agreements: 2, 2
The Federation of Sol
Special Abilities :
- As an action, you may spend one Command Counter from your Strategic Allocation pool to
place two free ground forces on any one planet that you control.
- During the Status Phase you receive one extra Command Counter.
Racial Technology :
Mark II Advanced Carriers (4 resources): Your Carriers now have a capacity of 8 and gain the
"sustain damage" ability.
Home World(s) – [0,0,0] (5r/0i)
Starting Units – 1 space dock, 1 carrier, 5 ground forces, 1 dreadnought, 3 fighters, 1 PDS
Starting Tech –Enviro Compensator, Stasis Capsules, Cybernetics, Hylar V Assault Laser
Leaders: 1 Diplomat, 1 Scientist, 1 Agent
Trade Agreements: 1, 1
The L1Z1X Mindnet Special Abilities :
- The base cost of your Dreadnoughts is 4.
- Your Dreadnoughts receive +1 during Space Battles and your ground forces receive +1
when attacking during Invasion Combat.
- You start with one extra Command Counter in your Strategic Allocation pool.
Racial Technology :
Dreadnought Invasion Pod (2 resources): Dreadnoughts may carry one additional GF.
Home World(s) – Quinarra (3r/1i) and Tren’Lak (1r/0i)
Starting Units – 5 ground forces, 1 carrier, 1 cruiser, 1 PDS, 1 space dock
Starting Tech – Hylar V Assault Laser, Deep Space Cannon
Leaders: 2 Generals, 1 Admiral
The Sardakk N’orr Trade Agreements: 2, 1
Special Abilities :
- You receive +1 to your combat rolls.
Racial Technology :
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.
Home World(s) – Retillion (2r/3i) and Shalloq (1r/2i)
Starting Units – 1 space dock, 5 ground forces, 1 PDS, 2 carriers, 1 cruiser, 2 fighters
Starting Tech – Antimass Deflectors, XRD Transporter
Leaders: 1 Admiral, 2 Agents
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, Antimass 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 2 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

1. - Receive 3 CC. - Receive 1 CC for every 2 influences spent (up to 3 CC maximum).


LEADERSHIP - You may execute immediately this card's secondary ability. Cost = Tap planets or pay TGs.

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.

- Draw 1 political card and 2 action cards.


A) If you are not the Speaker, claim the Speaker token. Choose one other player to - Refresh any number of your planet cards with total combined resource and
3.
play a political card and resolve its agenda. influence of 6 or less.
ASSEMBLY B) Choose one other player to claim the Speaker token. Play a political card from Cost = 1 CC.
your hand and resolve its agenda.

- 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.

7. - Receive 1 technology advance. - Receive 1 Technology advance.


TECHNO II - You may buy a second technology advance at the cost of 8 resources. Cost = 1 CC & 6 resources.

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 : NO
- 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 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 TO SAVE TIME


- During voting, if it is apparent to the GM that the outcome is certain, minority voters may be marginalized (forced to abstain) to
- Any action card that could normally be played as a response to a previous action card, can be played after the previous action
following:
* No more than 24 hours have passed since the previously played action card ;
* The player playing the delayed response action card has not yet posted in the message board for any reason.
If the GM does not feel the player is abusing this rule, the GM will rewind the game to the previously played action card and the
resolved and play will continue again from that point.
- After any action card causing major changes, the GM may "pause" the game for responses to the action card played from all
action cards are allowed against the action card after all players have passed or played responses.
- For quick resolution, secondary activations should be PM'd to the GM. If you wish to decide whether to participate or what to d
secondary activation is, this is still possible. If you are after that player in the turn order, submit your conditional activation in the
order. After resolving them, the GM will post secondary activation results to all players. Note that this does not apply to the sec
will be resolved in the normal manner.
-Players have 24 hours to submit secondary strategy card plays. Players may always submit "Pre-Orders" for secondary plays
conditional clauses…

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
PUBLIC OBJECTIVES STAGE 1
- I'm blockading an opponent’s SD [1 VP]
- I won a space battle against at least 3 ships in one system this turn [1 VP]
- I control Mecatol Rex [1 VP]
- I took control of 3 planets this turn [1 VP]
- I have more than one tech in 3 different colors [1 VP]
- I spend 4 TG, 3 resources, 3 influence [1 VP]
- I succesfully invaded one planet containing at least 1 opposing GF this turn [1 VP]
- I control planets with greater influence than player to right and player to left [1 VP]
- I spend 3 CC from Strategy/Command allocation [1 VP]
- I spend 10 resources or 10 influences [1 VP]

PUBLIC OBJECTIVES STAGE 2


- I destroyed an opponent's SD at the end of combat this turn [2 VP]
- I won 2 space battles this turn, each in different systems and against at least 3 opposing ships [2 VP]
- I control Mecatol Rex and at least 3 systems adjacent to it [2 VP]
- I successfully invaded 2 planets, each containing at least 1 enemy GF this turn [2 VP]
- I have 5 techs of same color [2 VP]
- I have at least 4 (non-fighter) ships in two different opponent's home systems [Win the game]
- I spend 20 resources or 20 influences [2 VP]
- I spend 6 CC from command/strategy [2 VP]
- I control 11 planets outside my home system [3 VP]
- Imperium Rex [Game over]

SECRET OBJECTIVES
- USURPER: I control Mecatol Rex, I have a Space Dock here, and at least 6 Ground Forces here.
- THREATENING: I control systems adjacent to 2 different player's home systems.
- TECHNOCRAT: I control at least 6 planets with a technology specialty.
- REGULATOR: I destroyed Space Docks controlled by 2 different players this turn.
- MERCILESS: This turn, I successfully took control of my neighbor's last Space Dock on the board. My neighbor is another player direct
- INDUSTRIAL: I control Mecatol Rex, and I have all 3 of my Space Docks and all 5 of my Dreadnoughts on the board.
- CONQUEROR: I control all the planets in another player's Home System.
- FORCEFUL: I control Mecatol Rex; I have a Space Dock here, and at least 4 Dreadnoughts in the Mecatol Rex system.
- FOCUSED: I control at least 4 planets with the same technology specialty.
- DIVERSIFIED: I control Mecatol Rex, I have a Space Dock here, and I have at least 2 Technology Advances in each of three different c
- KEEPER OF GATES: I have at least 1 (non-Fighter) ship in every system containing a wormhole.
- MASTER OF SHIPS: I control Mecatol Rex, I have a Space Dock here, and at least 8 (non-fighter) ships in the Mecatol Rex system.
- EXPANSIONIST: I control 8 planets outside my Home System.
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
LEADERS
Space Battle : 1-5 = killed, 6-8 = escaped, 9-10 = captured
Invasion : 1-5 = escaped, 6-9 = captured, 10 = killed
Freeing : 9-10 = free
Ashtroth 2 0 Rigel I 0 1 G
Sumerian 2 2 TG Tsion 2 2 TG Vega Minor 1 2 B Lisis 2 2 Bereg 3 1 R Abyz 3 0
Loki 1 2 Rigel II 1 2
Arturus 1 1 Bellatrix 0 1 R Vega Major 2 1 Velnor 2 0 R Litra IV 2 3 G Fria 2 0 B
Abaddon 1 0 R Rigel III 1 1 B

New Albion 1 1 G Tequ'ran 2 0 R Lazar 1 0 Coorneeq 1 2 R Centauri 1 3 Mellon 0 2 Arinam 1 2 B Qucen'n 1 2

Starpoint 3 1 Torkan 0 3 B Sakulag 2 1 Resculon 2 0 Gral 1 1 B Zohbat 3 1 B Meer 0 4 Rarron 0 3 G

Dal Bootha 0 2 R Arnor 2 1

Xxehan 1 1 G Lor 1 2 R Mirage 1 2 FI Primor 2 1 GF Hope's End 3 0 ST Perimeter 2 2 El'nath 2 0 B Lesab 2 1 G

A B
Garbozia 2 1 G Capha 3 0 Lodor 3 1 G Quann 2
E
1 G Saudor 2 2 Wellon 1 2 Tar'mann 1 1 Vetful II 2 0 R
T
A

A B
Mehar Xull 1 3 B Thibah 1 1 E Ion Storm 1-2 Supernova 1-2 Nebulae 1-2 Asteroid Field 1-3
T
A

Arc Prime 4 0 Lisis II 1 0 Maaluuk 0 2


SD 3
Empty 1-10 Wren Terra 2 1 Ragh 2 1 Druaa 3 1 Jord 4 2 Darien 2 4 Muaat 4 1
SD 4 1 SD 4 SD 5 SD 4 SD 4

1 1 1 1 2 2 1 1 1 4 1 2 1 2 4 1 2

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