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Cost Mod Move Mod Battle +Race +Tech +Misc Special

Dreadnought
Pugilist 5 1 5 Bombardment, Sustain Damage

Cost Mod Move Mod Battle +Race +Tech +Misc Special


Cruiser
All-rounder 2 2 7

Cost Mod Move Mod Battle +Race +Tech +Misc Special


Destroyer
Anti-fighter 1 2 9 Anti-Fighter Barrage

Cost Mod Move Mod Battle +Race +Tech +Misc Special


War Sun
Be scared 12 2 3(x3) Bombardment, Capacity 6, Sustain Damage

Cost Mod Move Mod Battle +Race +Tech +Misc Special


Carrier
3 1 9 Capacity 6
Moves things
Cost Mod Move Mod Battle +Race +Tech +Misc Special
Fighter
Cannon fodder 1(x2) - 9

Cost Mod Move Mod Battle +Race +Tech +Misc Special


Ground forces
Invades planets 1(x2) - 8

Cost Mod Move Mod Battle +Race +Tech +Misc Special


PDS
Defends planets 1 - 6 Planetary Shield, Space Cannon

Cost Mod Move Mod Battle +Race +Tech +Misc Special


Mech. Unit
Tank! 2 - 6(x2) Sustain Damage

Cost Mod Special


Space Dock
Builds ships 4 Produce units, Fighter Capacity 3

Technology
Neural Motivator Neural Computing

Stasis Capsules Micro Technology Nano Technology Dacxive Animators

Enviro Compensator

Integrated
Sarween Tools Cybernetics AND
Economy

Graviton Negator Fleet Logistics

AND Gen Synthesis Hyper Metabolism

Transit Diodes

Antimass Deectors Gravity Drive Magen Defense Grid War Sun X-89 Bacterial Weapon

Assault Cannon

Deep Space Cannon Graviton Laser AND


System

Light/Wave Deector
Hylar V Assault Laser

Duranium Armor AND

Automated
Defense Turrets
Transfabrication
Maneuvering Jets And Type IV Drive Advanced Fighters

XRD Transporters
1. Strategy Phase 3. Status Phase
choose Strategy Cards clean up
1. Claim one objective 5. Receive 1 action card and
1. Choose Strategy Cards 3. Player order for action 2. Repair damaged ships 2 Command Counters
clockwise, starting with Phase is determined by 3. Remove Command 6. Redistribute Command
player with Speaker token number on Strategy Counters from board Counters
2. Bonus Counters are traded card each player has 7. Return Strategy Cards
4. Refresh Planets
for a Trade Good or chosen, lowest first
Command Counter

2. Action Phase
each turn, choose one action:

Strategic Action Tactical Action Transfer Action Play Action Card


Special ability Move & build Reorganize units Special action

1. Active Player uses primary 1. Activate one system from 1. Activate two adjacent Play one action card that
ability on Strategy Card Command Pool systems, one from states Play as an Action
2. Non-Active players may 2. Movement into System Command Pool, one
spend a Strategy counter 3. Resolve PDS fire from Reinforcements
to use secondary ability 2. Move between systems Pass
4. Resolve space battles
3. Flip Strategy Card over 3. Resolve PDS fire End your round
5. Planetary landings
6. Invasion combat 4. Planetary landings May not take any further
Players must use their 7. May produce units if you 5. May produce units in one actions this round
Strategy Action before have a space dock in this system if you have a
they can pass system space dock Once all players have passed,
the Action Phase is over.

The maximum
number of ships
Public Objectives
you may have in a You may claim one available objective at the start
single system. of each Status Phase

FLEET Stage 1 Stage 2


SUPPLY
Spend 3 Command Counters Won two space battles against at
least 3 ships each
Spend 10 resources
Control 10 planets outside home
Control 5 planets outside home
5 tech advances of same color
More than 1 tech in 3 different
colors Spend 12 trade goods
Controlled planets have more Spend 20 resources
influence than neighbors Spend 20 resources or 20 influence
Spend 6 Trade Goods Successfully Invaded two planets,
STRATEGY COMMAND Controlled Mecatol Rex for entire each protected by at least 1 ground force
ALLOCATION POOL round Spend 6 Command Counters
Successfully invaded planet Control Mecatol Rex and 3 adjacent
Spend to use the Spend to activate a protected by at least 1 ground force systems
secondary ability of system and
Blockading an opponents Space Destroyed a space dock
Strategy Cards perform a Tactical Dock
Action Spend 20 influence
Spend 10 resources or 10 influence
9 tech advances
Have tech advances in all 4 colors
Controlled planets have more
Control planets with 3 different tech influence than neighbors combined
specialties
Control Mecatol Rex and all adjacent
3 tech advances of same color systems
Planet Production.
Spend to produce Took 3 planets this turn Control 11 planets outside home
units or technology. 5 tech advances 4 ships on two opponent's home
Once used, flip card Spend 10 influence systems
over. Control all planets in home systems
Control Mecatol Rex
of two opponents
Planet Influence. Spend 4 Trade Goods, 3 resources,
3 influence Control 18 planets outside home
The influence of
each un-exhausted Won space battle against at least 3
planet you control is ships
used when voting
on laws
Strategy Cards

1 Leadership
Primary: Take Charge
2 Diplomacy
Primary: Demilitarized Zone
3 Assembly II
Primary: Assembly of Councilors
4 Production
Primary: Tight Deadlines
Receive 3 Command Counters from your Choose either a) or b). Draw 2 Political Cards. Then: Immediately build units in one of your
reinforcements. You may then a) Choose one system containing a 1) Choose a player to resolve 1 Political systems containing one or more friendly
immediately use this card's secondary planet you control. Each opponent must Card from his hand. Space Docks, receiving 2 additional
ability. place one of his Command Counters 2) Give the Speaker Token to any player resources with which to build, even if
into the system from his reinforce- except the chosen player. you have activated this system already.
Secondary: Masterful Tactician ments. 3) Choose Representatives Building units here does not activate
You may spend influence to purchase b) Execute the secondary ability of this 4) Resolve Spies the system.
up to 3 Command Counters from your card without paying a Command 5) Bargaining and Promissory Notes
reinforcements. You receive 1 Counter or any influence. 6) Resolve Voting & Outcome Secondary: Double Efforts
Command Counter for every 2 influence Spend 1 Command Counter from your
you spend. Secondary: Peaceful Annexation Secondary: Rally Support Strategy Allocation area to immediately
Spend 1 Command Counter from your Spend 1 Command Counter from your build up to 3 units in one of your
Strategy Allocation area and 3 influence Strategy Allocation area to draw 1 systems containing one or more friendly
to claim an empty planet adjacent to a Action Card and refresh 1 planet outside Space Docks, even if you have activated
system you control. Place your your home system. this system already. Building units here
Command Marker on the planet. does not activate the system.

5 Trade III
Primary: Merchants and
6 Warfare II
Primary: High Alert
7 Technology II
Primary: Technological Focus
8 Bureaucracy
Primary: Senatorial Control
Mercenaries Place the High Alert token in a system. Receive one Technology advance. You Receive 1 Command Counter from your
Open trade negotiations among all Your ships in the system with the token may then buy a second Technology reinforcements. Then draw the top two
players. All players then receive Trade gain +1 movement and +1 on all combat advance at the cost of 8 resources. You cards from the Objective deck. Place
Goods from active trade agreements rolls. If you move any ships from this must have the necessary prerequisites one faceup in the common play area
(even if just acquired). system, you may move the token with for each Technology. and the other on top of the deck. You
them. Remove the token from the board may then immediately claim one public
Then each player pays 1 Trade Good to at the start of the next Status Phase. Secondary: objective that you qualify for.
each of his Mercenaries or discards it. Advanced Development
Secondary: Reinforce Spend 1 Command Counter form your Secondary: New Agendas
Finally, you may recruit 1 of the top 2 Spend 1 Command Counter from your Strategy Allocation area and 6 Spend 1 Command Counter from your
Mercenary Cards from the deck. Strategy Allocation area to move up to resources to receive one Technology Strategy Allocation area to draw one
two of your ships from unactivated advance (for which you have the Political Card and one Action Card.
Secondary: Free Commerce systems into any adjacent systems you necessary prerequisites).
Spend 1 Command Counter from your control. This does not activate the
Strategy Allocation area to break a destination system(s).
trade agreement between any 2 other
players and gain 1 Trade Good.

Leaders Leaders in Combat


Leaders provide bonuses and In Space On a planet Captive Leaders
special abilities, depending If a ship carrying a leader is If an invasion force involving a Captive Leaders are removed from
on their type. destroyed in combat, roll a die. Leader fails, the Leader is the board. During the Status
On 1-5, the Leader is killed. automatically captured. Phase, Leaders may be freely
Leaders are carried in ships and On 6-8, the Leader escapes and transferred between players.
can stay on planets. may be placed on a friendly planet. If a planet containing a Leader is Leaders may also be executed by
On 9-10, the Leader is captured by successfully invaded by an enemy their captor, removing them from
In combat, Leaders can be killed the opposing player. player, roll a die. the game.
or captured. On 1-5, the Leader is captured.
On 6-9, the Leader escapes and Rescuing Leaders
may be placed on a friendly planet. Every time a planet is successfully
On 10, the Leader is killed. invaded, roll a die. On a 9-10, if the
player is holding a Leader captive,
they have been found by the
invader.

Scientist Diplomat General Admiral Agent


A planet that contains a If a Diplomat is present on a When a General participates When an Admiral participates If an Agent is part of an
technology specialty and at planet about to be invaded by as the attacker in an Invasion in a Space Battle (as attacker Invasion Combat as an attacker
least one Scientist provides a enemy Ground Forces during Combat (by landing with the or defender), its owner may (by landing on the enemy
technology discount of 2 the Planetary Invasion step, invading Ground Forces) the roll one addi- tional die for planet with one or more
credits rather than 1. the Diplomat may delay the active player may re-roll up the ship that is carrying the friendly Ground Forces), enemy
A planet with at least one invasion by one round. to two dice during every Admiral. (Note that only one PDS may not fire at the
Scientist may build a new Simply return the enemy round of that Invasion additional die is rolled, even invading Ground Forces.
Space Dock at a cost of 2 Ground Force units to their Combat. if the Admiral is on a War If an Agent is part of a
rather than 4. Carrier(s). A planet pro- Dreadnoughts and War Suns Sun.) successful Invasion Combat as
PDS units on a planet with at tected by a Diplomat may not receive -4 to bombard- ment A Dreadnought carrying an an attacker (by landing on the
least one Scientist receive +1 be protected again by a rolls against a planet that Admiral receives +1 enemy planet with one or more
on all rolls. Diplomat for the remainder of contains at least one movement. friendly Ground Forces), the
Planets with at least one the round, or for the next General. When attacked by a fleet active play- er may replace any
Scientist and one PDS unit game round. All defending Ground Forces containing an Admiral, a enemy PDS and Space Dock on
may not be bombarded by a A fleet that contains at least on a planet that con- tains at defending fleet may not the planet with his own similar
War Sun unit (a War Sun can one Diplomat may move least one General receive +1 retreat unless the defending units (normally these units
normally ignore the planetary through systems containing to their combat rolls during fleet also contains an would be destroyed).
shield provided by a PDS.) an opponents ships, but only Invasion Combat. Admiral. An Agent may be sacrificed at
if the opponent grants his any time to act as a Sabotage
permission for the transit. action card. Simply announce
the action after another player
plays an Action Card, cancelling
its effects. Then discard both
the Action Card and the Agent.
Space Combat Invasion Combat
Before Combat Before Combat
Destroyer Anti-Fighter Barrage 1. Bombardment
Each destroyer makes two attacks vs. fighters. If the planet contains no PDS units, Dreadnaunts may bombard.
War Suns may bombard even if PDS units are present.
vs.
vs.

Combat Rounds vs.


Combat rounds proceed until one sides ships have been defeated
or retreated. 2. PDS Fire
1. Announce Withdrawals/Retreats Defending PDS Units may fire on attacking forces.
Attacker may announce withdrawal. Defender may announce
retreat.
vs.
2. Roll Combat Dice
Players simulaneously make attacks with all ships. Track hits.
Combat Rounds
Combat rounds proceed until one sides forces have been defeated.
1. Roll Combat Dice
Players simulaneously make attacks with all forces. Track hits.

1 2 3 4 5 6 7 8 9 10

3. Remove Casualties
Each player removes casualties equal to number of hits scored by
opponent. 1 2 3 4 5 6 7 8 9 10

4. Execute Withdrawals/Retreats
If withdrawals or retreats were announced, complete them now. 2. Remove Casualties
Entire fleet must be moved to an adjacent, friendly system which Each player removes casualties equal to number of hits scored by
has previously been activated. opponent.

Races of Twilight Imperium


Know your enemy
1. The Emirates of Hacan 10. The Yssaril Tribes
Excellent merchants. Have strong trade agreements, and no-one can Space goblins. Can wait for the perfect time to strike, and get more
break them without permission. special action cards.

2. The Universities of Jol-Nar 11. The Embers of Muaat


Big green scientists. Get technology advances quickly. Weak in Living suns, embedded in Ember suits. Start the game with War
combat though. Suns, the scariest ship.

3. The Barony of Letnev 12. The Clan of Saar


Space Nazis. Can spend trade goods to give their ships boosts in Nomadic space gypsies who. Can move their Space Docks like ships.
combat, and can have larger armies.
13. The Winnu
4. The Sardakk N'orr Caretakers of the Throne, and loyal to the old Lazax empire. Strong
Big scary bugs. Get a bonus to all combat rolls. politicians and technologists.

5. The Federation of Sol 14. The Yin Brotherhood


Humans. Lots and lots of humans. A race of cloned monks, dedicated to the worship of their human
creators. Can sacrifice ships for the greater good and reverse
6. The Xxcha Kingdom planets influence & production values.
Proud race of ancient turtles. Excellent politicians.
15. The Arborec
7. The L1Z1X Mindnet Symbiotic ecology of intelligent plants. Reproduce quickly and can
Technology-obsessed cybogs, descended from the ancient Lazax use their ground forces to build.
race. Powerful dreadnoughts, and good starting technology.
16. The Ghosts of Creuss
8. The Mentak Coalition Masters of wormholes who live outside of the galaxy. May travel
Pirates! Sneaky in battles, and can steal trade goods from other freely between all A & B wormholes on the board.
players.
17. The Nekro Virus
9. The Naalu Collective Once a heretical offshoot of the L1Z1X Mindnet, turned into a race of
Slippery snake women. Always act first, can flee battles before they machines, set on consuming the galaxy. Gains technology from
begin and have powerful fighters. attacking other races.

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