Вы находитесь на странице: 1из 39

Speaker

▼ Arcturus

Refineries = 1 Refineries = 1 Refineries = 1 Refineries = 1 Refineries = 1 Refineries = 1

Colonies = 1 Colonies = 1 Colonies = 1 Colonies = 1 Colonies = 1 Colonies = 1 Refineries = 0

Order 1st 3rd 5th 6th 4th 2nd Colonies = 0


Grummore Propaganda Asmuth Redscare Murph Vorocano
Tok'Ra Goa'uld Replicator Tau'ri Asgard Ori Shock Troops = 12

STRAT. 1. Leadership 3. Assembly 5. Trade II 7. Techno. II 4. Production 2. Diplomacy II Mines = 8


BONUS
Total 8 4 Total 3 3 Total 6 2 Total 4 1 Total 7 7 Total 5 4
Vorash 4 2 Chulak 2 2 Halla 3 1 Earth 3 1 X Othala 4 4 Origin 5 1 1. Leadership
Starpoint 3 1 Dakara 1 1 Lodor 3 1 Alpha Site 1 0 Sumerian 2 2 T X Mallice 0 3 X 2. Diplomacy II
New Albion 1 1 G Arcturus 1 1 X 3. Assembly
4. Production
5. Trade II
6. Warfare II X

PLANETS
PLANETS

7. Techno. II
8. Beauracracy X

Active Used 1st


2nd
3rd
4th
5th
6th

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

Peasants in uniform join the front lines.


Members of the Galactic Council agree
that mandatory conscription on their
Trade Trade Trade Trade Trade Trade planetary conquests is good for business.
Agreements Agreements Agreements Agreements Agreements Agreements

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

Integrated Economy Graviton Laser Type IV Drives


Positronic Sensors
NOLOGIES
TECHNOL

AC AC AC AC AC AC
ACTION

ACTION
CARDS

CARDS
\

Artifacts Artifacts Artifacts Artifacts Artifacts Artifacts


Ancient Shipwreck

LEADER
VP

0 0 0 0 0 1 OBJECTIVES

I now spend 10 resources or 10 influence


STAGE 1

< 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

R 0 Dal Bootha 2 ST 3 Hope's End 0


Buried Active
Gate Gate
Beta
Ion Storm

1 Alpha Site 0 4 Othala 4


[S] 1 SD [D,S]

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

1 Centauri 3 T 2 Sumerian 2 1 Qucen'n 2

B 1 Vega Minor 2
CC
2[A]

Alpha Beta

B 1 Gral 1 1 Arcturus 1 G 0 Rarron 3


Supernova 1 Mecatol Rex 6 3
2

3 Capha 0 GF 2 Primor 1 B 1 Arinam 2

3
Endless Nowhere Osiris' Void

G 3 Lodor 1 Alpha 3 Starpoint 1


4[G,E] 1 1[S]

1 0 Meer 4
CC 1 Nebula
CC 1
1

1 1

Alpha G 1 New Albion 1


1
SD SD

3 Halla 1 TG 2 Tsion 2 B 3 Zohbat 1 4 Vorash 2


3[G] SD [D,E]

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

Secondary Assembly (Refresh


Strategies Starpoint system)

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

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

# #
Round 3 De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col.
Planet Tech
TG PC AC C

Grummore Propoganda Asmuth Redscare Murph Vorocano


Round 4 Tokra Goauld Replicators Tauri Asgard Ori

Strategy
Selection

Secondary
Strategies

Action

Action

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
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

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

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

Ori Asgard Tauri Tokra Goauld Replicatrs

- Technology discount of 2 credits rather than 1 on technological planets


- Cost of SD = 2 resources
SCIENTIST (S) X X X X - PDS +1 on any rolls
- Planets with PDS and Scientist can't be bombarded by WS

- Delay invasion for 1 round


DIPLOMAT (D) X X X - Can move through opponent's fleet (with opponent's permission)

- Reroll up to 2D10 per round (invasion)


GENERAL (G) X X X XX - Bombardement -4 for Dreadnaught and WS (defense)
- GF +1 combat (defense)

- Combat +1 additional D10


ADMIRAL (A) X X - Movement Dreadnaught +1
- Opponent can't retreat (except if an another Admiral is present)
- No ennemy PDS fire during invasion
AGENT (E) X X X X - If invasion is succesful, ennemy Facility, PDS and SD can be captured
- Sacrifice to Sabotage an Action Card
TI3:SE Cards 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.

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 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.

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.
TI3 Cards PRIMARY SECONDARY

- Claim Speaker Token.


1.
- Execute secondary abilities of Strategy Cards without paying CC.
INITIATIVE - You may not select the Initiative Strategy during the next Strategy Phase.

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.

- Draw 3 Action Cards.


3. - Receive 1 CC. - Draw 1 Action Card.
POLITICAL - Draw and resolve top card of Political Deck. Then draw 3 cards from Political Deck, Cost = 1 CC.
place one on its top and two on its bottom.

4. - Receive 1 CC for every 3 influence spent.


- Receive 4 CC.
LOGISTICS Cost = Tap planets.

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.

7. - Receive 1 Technology advance.


- Receive 1 Technology advance.
TECHNOLOGY Cost = 1 CC and 8 resources.

- 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

STARTING UNITS - 1 SD, 2 CV, 6 GF, 6 FT


STARTING TECH - GenSynth, Hylar V Laser, Transit Diodes
SPECIAL ABILITIES
When spending resources or influence, you may switch the resource and influence values of your planets. This does NOT
include purchasing units.
You receive 1 TG for every neutral planet you invade
STARTING UNITS - 1 SD, 1 CV, 2 CA, 4 GF
STARTING TECH - AntimassDeflecors, XRD
SPECIAL ABILITIES
If you take control of a neutral planet, you gain 1 free GF
As an action, you may spend 1 command counter from your strategy allocation to place 2 free GF on a planet you control
Enemy ships receive -1 to their combat rolls during the first round of space combat
STARTING UNITS - 1 SD, 1 CV, 2 DN, 2 GF, 1 PDS
STARTING TECH - Type IV Drives, EnviroComp, Sarween Tools, Transit Diodes
SPECIAL ABILITIES
Your dreadnaughts receive +2 to their combat rolls (excluding bombardment)
Each of your planetary tech discounts is increased by 1.
Your ground forces receive -1 to their combat rolls
STARTING UNITS - 1 SD, 1 WS, 2 DD, 6 GF (warsun may only move 1 until you have Warsun technology)
STARTING TECH - Antimass Deflectors, Daxcive Animators, Nanotechnology
SPECIAL ABILITIES
You cannot purchase technology. When you win any space combat or planetary invasion, you may spend one strategy counter
to duplicate one technology advance from the opposing player (you may also ignore prerequisites)
During planetary invasions, opposing ground forces receive -1 to their combat rolls during
the first round of combat
s NOT

ontrol

egy counter
OPTIONS AND VARIANTS

- Game in 10 VP

- Option Age of Empire : YES


- Option Distant Suns : NO
- Option Leaders : YES
- Option Sabotage Runs : YES
- Option Homeworld : YES
- Option Star in the Crown : ?
- Option Ancient Throne : ?
- 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 : 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

HOUSE RULES AND RULES CLARIFICATIONS


Emergency Repairs vs. Direct Hit: Cards resolved in initiative order. If direct hit comes first, then emergency repairs is discard
direct hit is not considered played (due to the wording of the cards).
Frozen Politics: Political Cards may not be spent as TG. During the status phase, a player may exchange only ONE political ca
- Emergency Repairs takes precedence over Direct Hit! If both are played at effectively the same time, then Emergency Repair
Direct Hit! re-damages it, but does not kill it.
Privateers: Each player must pay you 1 TG if able.
Focused Research: The cost to play this card has been reduced from 6 resources to 3 resources.
-Memoryless space docks means that if you can reactivate A planet you just took this round, you may build A space dock on it
Also you may build units at a space dock you just built by reactiviting the system or using production
-Double leader abilities do not stack
- The Diplomatic Immunity Action Card should read "round" instead of "turn".

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.

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

GM GM Eppic Matt Matthewjoelepp@hotmail.com


Time Zone

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

Вам также может понравиться