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▼ Arcturus
PLANETS
PLANETS
7. Techno. II
8. Beauracracy X
NOTES
SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP The Ori are off to an astonishing head start
leaving the infedels in the dust
1 3 2 2 3 3 2 3 2 2 3 3 2 3 2 2 3 2
TOTAL =
2 1 2 1 1 1 2 2 2 2 3 1
TRADE
Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods
0
ACTIVE LAWS
Transit Diodes Transit Diodes Daxcive Animators Transit Diodes Transit Diodes Antimass Defectors
Gen Synthesis Hylar V Antimass Defectors Deep Space Cannon EnviroCompensators XRD Transporters
Stasis Capsules Gen Synthesis Nano Technology Magen Defense Grid Sarween Tools
TECHNOLOGIES
TECHNOLOGIES
AC AC AC AC AC AC
ACTION
ACTION
CARDS
CARDS
\
LEADER
VP
0 0 0 0 0 1 OBJECTIVES
< TURN
STAGE 2
Secret Objective 2 VP
S
1 ARTIFACTS
S
Planet List to use on this page.
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
Furdaddy
URN
To turn off gridlines use: Tools, Options, View, Window options, uncheck Gridlines
CC CC CC CC CC CC
0 Malice 3
4[D]
Artifact
CC Space Mines High Token
2 Alert
1 * Inner color Token SD
shows owner
5 Origin 1 G 2 Quann 1
Alpha Beta SD 1[G,S]
Ori
G 1 Xxehan 1 SD
Asteroid
SD 1
1 2
3 Earth 1 R 2 Vefut II 0 Beta 2 Vega Major 1
2 SD 2[D,E]
Plain of Ascension
Tau'ri Asteroid Asgard
B 1 Vega Minor 2
CC
2[A]
Alpha Beta
3
Endless Nowhere Osiris' Void
1 0 Meer 4
CC 1 Nebula
CC 1
1
1 1
Empty
Replicators Nebula Tok'ra
R 2 Tequ'ran 0
R 0 Bellatrix 1 0 Mellon 2
Ion Storm
2 Chulak 2
SD 3[A,G,E]
SD B 0 Torkan 3
Supernova
2
6
1 Dakara 1
3
Goa'uld
CC CC CC CC CC CC
Speaker
Grummore Propoganda Asmuth Redscare Murph Vorocano
Round 1 Tokra Goauld Replicators Tauri Asgard Ori
Initiative Assembly Trade Technology Production Diplomacy
Action T Activate Starpoint S Assembly T Activate Lodor S Technology T Activate Sumerian T Activate Mallic
Planetar
Action
Action
Action
Action
Action
Action
Status Phase
Round 2
Strategy
Selection
Secondary
Strategies
Trade II results
Action
Action
Action
Action
Action
Status Phase
Round 3
Strategy
Selection
Secondary
Strategies
Action
Action
Action
Action
Action
Action
Action
Status Phase
X T 0 0 0 0 0 0
S 0 0 0 0 0 0
# #
Round 3 De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col.
Planet Tech
TG PC AC C
Strategy
Selection
Secondary
Strategies
Action
Action
Action
Action
Action
Action
Action
Status Phase
X T 0 0 0 0 0 0
S 0 0 0 0 0 0
Planetary Conscription (LAW)
Passed
Unit
CC VP
Strgth.
RACE-SPECIFIC TECHNOLOGIES
Goa'uld - Eye of Ra [2]
You may see one players action cards and/or political cards during the strategy phase
Ori - Energy Shroud [2]
Your enemies receive -3 to all PDS rolls against you
Asgard - Multiphasic Shields [4]
Your dreadnaughts repair themselves immediately after combat
Tau'ri - Positronic Sensors [2]
You now receive 1 resource worth of units on or over each planet you claim
Tok'ra - Ko'Shi Syphon [4]
Increase the influence value of each of your planets by 1 for all purposes.
Replicators - Collective Matrix [3]
Once, during the strategy phase, you may sacrifice 2 GF on one ship or planet you control for 1 Shock Troop or 1 PDS
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.
Tok'ra Syndicate
Tau'ri Union
Goa'uld
Ori Faithful
Asgard Protectorate
Replicator Horde
STARTING UNITS - 1 SD, 1 CV, 1 CA, 1 DD, 1 PDS, 2 GF
STARTING TECH - GenSynth, StasisCapsules, IntegratedEconomy, Transit Diodes
SPECIAL ABILITIES
Whenever the you draw one or more action cards, you may draw an additional action card.
You receive 1 additional command counter during the status phase.
Your action card hand limit is doubled.
STARTING UNITS - 1 SD, 2 CV, 2 GF, 2 PDS, 1 DN
STARTING TECHNOLOGY - DeepSpace Cannon, MagenDefense Grid, Graviton Laser, Transit Diodes
SPECIAL ABILITIES
You do not have to pay any strategy counters to resolve the secondaries of any strategy card
ontrol
egy counter
OPTIONS AND VARIANTS
- Game in 10 VP
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
You must have ALL prerequisits to acquire new technology, not just what's printed on the card. (exception: Focusse
- 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 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.
Player # Race Username First Name Email
GMT+2
GMT-6
GMT+1
GMT-6
GMT-6
GMT-6
GMT-6
Asgard Ori Tauri Goauld
Admiral [A] Thor Apophis
General [G] Orici Jack O'Niel Ra
General [G]
Scientist [S] Heimdall Prior Carter
Diplomat [D] Freyr Prior
Agent [E] Teal'c Baal
Tokra Replicators
Reese
Fifth
Martouf
Selmak
Zarin RepliCarter
Planet List
T R Name I Notes on using this list:
These *must* be in alphabetical order for the Lookup feature to work properly.
5 [0,0,0] 0 The top row is empty on purpose, so that the drop-down selection has a blank at the beginning o
R 1 Abadoon 0 The Data, Validation, List feature is used on the 'Main' tab in the planets list to make it very easy
3 Abyz 0 Unfortunately the Validation feature needs to have the list on the same tab as its used. Therefo
2 Archon Ren 3 a reference to this exact same list of planets located here. If you add a planet, just make sure
1 Archon Tau 1 the 'Main' tab.
B 1 Arinam 2
2 Arnor 1
2 Arretze 0
2 Ashtroth 0
R 0 Bellatrix 1
R 4 Bereg +R 1
3 Capha 0
1 Centauri 3
R 0 Dal Bootha 2
2 Darien 4
3 Druaa 1
B 2 El'nath 0
B 2 Fria 0
G 2 Garbozia 1
B 1 Gral 1
1 Hercant 1
ST 3 Hope's End 0
4 Jord 2
0 Kamdorn 1
1 Lazar 0
G 2 Lesab 1
2 Lisis 2
1 Lisis II 0
G 2 Litra IV +C 4
G 3 Lodor 1
1 Loki 2
R 1 Lor 2
0 Maaluuk 2
0 Malice 3
0 Mallice 3
1 Mecatol Rex 6
0 Meer 4
B 1 Mehar Zull 3
0 Mellon 2
FI 1 Mirage 2
4 Mol Primus 1
4 Muaat 1
G 1 New Albion 1
2 Perimeter 2
GF 2 Primor 1
G 2 Quann 1
1 Qucen'n 2
3 Quinarra 1
2 Ragh 1
G 0 Rarron 3
G 0 Rigel I 1
1 Rigel II 2
B 1 Rigel III 1
2 Sakulag 1
2 Saudor 2
3 Starpoint 1
1 Tar'mann 1
R 2 Tequ'ran 0
1 Thibah 1
B 0 Torkan 3
1 Tren'lak 0
TG 2 Tsion 2
2 Vega Major 1
B 1 Vega Minor 2
R 2 Velnor 0
1 Wellonn 2
Y 3 Winnu 4
G 1 Xxehan 1
B 3 Zohbat 1
a blank at the beginning of it.
ts list to make it very easy to enter planets.
e tab as its used. Therefore, the Main worksheet tab has
d a planet, just make sure it also shows up on the list on