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M CC ▬ Mine

Darien 2 4 Nom R I T
SD 4 Lead Pds SD GF/ST

D Cr Dr W Ca Fi
Perimeter 2 2 Primor 2 1 GF Pds GF/ST

M
Mellon +C 0 3 Sumerian 2 2 TG

SD 2

1
Zohbat +R 4 1 B Arturus 1 1
Ion Storm
SD 1
Lisis II 1 0
1 6
Muaat 4 1 Tar'mann 1 1 § Ragh 2 1
SD M 2 SD
New Alb. +R 2 1 G Beta
3 2 1 1 1
Starpoint +R 4 1 Capha 3 0
Ion Storm
SD 3 M 6
Tsion 2 2 TG

1 1 4 1
Bellatrix 0 1 R Lesab 2 1 G Mirage 1 2 FI Thibah +C 1 2
2 1 1

1 1 5 1 3
Icy Void Mecatol Rex 1 6 Mallice 0 3 §
Asteroid Field
M SD 1
Alpha Beta
2
El'nath +R 3 0 B§ Burning Waste Quann 2 1 G
Nebulae
Rigel I +C 0 2 G M 6 Ashtroth 2 0
1 1 1 Beta
Rigel II +C 1 3 1 1 Loki +R 2 2
2 1 Garbozia 2 1 G 1
Arretze 2 0 Rigel III 1 1 B M 1 Abaddon +R 2 0 R
SD 1 1 1 1
Hercant 1 1 1 2 1 1
SD Moll Primus 4 1
Asteroid Field
Kamdorn 0 1 1 SD 1
SD Vega Min. +R 2 2 B Alpha Lisis 2 2
6 1 1 1 2 2
Vega Maj. +R 3 1 Velnor 2 0 R Hope's End 3 0 ST

1 1 2/1 2/3

CC ▬ Mine 1
Lodor 3 1 G
Supernova
M 1
Nom R I T Alpha
Lead Pds SD GF/ST 3 1
Winnu 3 4 Y
D Cr Dr W Ca Fi 2 SD 4
Pds GF/ST

2 1 1 4
▼ ▼

Round Muaat Yin Hacan Saar Winnu Mentak

5 1. Leadership 2. Diplomacy II 3. Assembly 4. Production 5. Trade II 7. Techno. II

Turn 1 S Leadership T Capha T Lodor A Enhanced Armor S Trade II S Techno. II

Turn 2 T Starpoint S Diplomacy II S Assembly T Primor T Lisis T Lodor

Turn 3 R +2 Fighters R Switch > Darien T Rigel T Capha T HS T HS

Turn 4 R +2 Fighters T Ion Storm A Ruinous Tarrifs T Thibah Pass T Ashtroth

Turn 5 T Mellon x

Turn 6 x

Turn 7 x

Turn 8 x

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

Insanebychoice Furdaddy Dark Slayer Bluewyrmm Chovesh Sitko


Yin Saar Mentak Winnu Hacan Muaat

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


BONUS
Total 7 9 Total 15 13 Total 17 6 Total 3 4 Total 18 12 Total 17 15
Darien 2 4 Lisis II 1 0 x Moll Primus 4 1 Winnu 3 4 Y x Arretze 2 0 Muaat 4 1 1. Leadership
Mellon +C 0 3 Ragh 2 1 Loki +R 2 2 x Hercant 1 1 New Alb. +R 2 1 G
Zohbat +R 4 1 B Capha 3 0 Abaddon +R 2 0 R x Kamdorn 0 1 x Starpoint +R 4 1 2. Diplomacy II
Tar'mann 1 1 § Sumerian 2 2 TG x Hope's End 3 0 ST x Rigel I +C 0 2 G x Lesab 2 1 G
Arturus 1 1 x Garbozia 2 1 G x Rigel II +C 1 3 x Mecatol Rex 1 6 x 3. Assembly
Thibah +C 1 2 x Lisis 2 2 x Rigel III 1 1 B Bellatrix 0 1 R x

PLANETES
PLANETES

Mirage 1 2 FI x Ashtroth 2 0 x Vega Min. +R 2 2 B Tsion 2 2 TG x 4. Production


Quann 2 1 G Vega Maj. +R 3 1 Perimeter 2 2
Mallice 0 3 § x El'nath +R 3 0 B§ x 5. Trade II
Primor 2 1 GF x Velnor 2 0 R x
Lodor 3 1 G x 6. Warfare II x

7. Techno. II

8. Bureaucracy x x
Sarween Tools +1 Sarween Tools +1 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

2 7 2 0 6 1 0 4 1 1 6 0 1 5 2 2 5 1
CC
CC
2 7 2 0 6 1 0 4 1 1 6 0 1 5 2 2 5 1

Trade Trade Trade Trade Trade Trade


Agreements Agreements Agreements Agreements Agreements Agreements

TOTAL =
1 2 1 1 3 1 3+1+1 2+1+1 3+1 1+1

1
TRADE

6 0 0 0 15 1

Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods

22
ACTIVE LAWS
Hylar V Assault Laser Antimass Deflectors Hylar V Assault Laser Antimass Deflectors Enviro Compensator Enviro Compensator MINISTER OF PEACE >> Winnu
Auto. Defense Turrets XRD Transporters Enviro Compensator Enviro Compensator Sarween Tools Sarween Tools Cancel a fleet's movement
Floating Factories Stasis Capsules Stasis Capsules Micro Technology War Sun

TECHNOLOGIES
TECHNOLOGIES

Hylar V Assault Laser Salvage Operations Hylar V Assault Laser Production Centers Micro Technology NEUTRALITY PACT
Spend 3 influences to activate a planetless
Deep Space Cannon Sarween Tools Antimass Deflectors Neural Motivator system with enemy units.
Sarween Tools Hylar V Assault Laser Stasis Capsules
Neural Motivator XRD Transporters Hylar V Assault Laser
Deep Space Cannon Deep Space Cannon
Nano Technology

AC AC AC AC AC AC
ACTION

ACTION
CARDS

CARDS
6 2 3 3 6 6

PC PC PC PC PC PC

POLITIC.
POLITIC.
CARDS

CARDS
1 1 0 3 2 0

Insanebychoice Furdaddy Dark Slayer Bluewyrmm Chovesh Sitko


Yin Saar Mentak Winnu Hacan Muaat
VP

2 3 1 0 2 6 OBJECTIVES

Voice of the Council (1 VP)

1
SPECIAL

Blue Artifact on El'nath (1 VP)

1 Red Artifact on Tar'mann (1 VP)

1 Green Artifact on Mallice (1 VP)

I succesfully invaded one planet containing at least


1 1 1 1 1 1 opposing GF this turn [1 VP]
2 I have more than one tech in 3 different colors [2 VP]

I control planets with greater influence than player


STAGE 1
STAGE 2 1 1 to right and player to left [1 VP]

2 Secret Objective (2 VP)


S
Furdaddy
Saar
Antimass Deflectors
XRD Transporters

Total 3 1
Lisis II 1 0
Ragh 2 1
De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col. TG PC AC C
# #
Round 0 Planet Tech
x8 x8 x5 x2 x4 ∞ ∞ x 12 x 12 x3 x6 x8 x8 x 40 <5 <7 SA

Yin 1 2 4 4 1 1 2 0 2 0 2

Saar 1 2 2 4 1 2 2 0 2 0 2

Mentak 3 1 4 1 1 1 2 0 2 0 2

Winnu 1 1 2 3 1 1 1 3 0 2 0 2

Hacan 1 2 2 4 1 3 2 0 2 0 2

Muaat 1 2 4 1 1 3 0 2 0 3

Yin Mentak Hacan Muaat Winnu Saar


Round 1
(SET)

Turn 1

Turn 2

Turn 3

Turn 4

Turn 5

Turn 6

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

De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col. TG PC AC C


Round 1 # #
(SET) Planet Tech
x8 x8 x5 x2 x4 ∞ ∞ x 12 x 12 x3 x6 x8 x8 x 40 <5 <7 SA

Yin 3 1 2 4 6 1 4 2 0 2 1 2

Saar 1 1 2 8 8 1 5 2 0 2 1 2

Mentak 2 3 1 6 1 1 5 3 0 2 1 2

Winnu 1 2 1 6 5 1 1 4 3 0 2 1 2

Hacan 1 2 2 8 1 8 3 0 2 1 2

Muaat 1 1 2 4 1 4 4 0 2 1 3

Hacan Muaat Winnu Mentak Yin Saar


Round 2
1. Leadership 2. Diplomacy II 3. Assembly 4. Production 5. Trade II 7. Techno. II

Turn 1 X HS <> Vega T New Albion T Lodor T Ashtroth T Mellon T Tar'mann

Turn 2 T El'nath T Mecatol Rex S Assembly S Production S Trade II T Thibah

Turn 3 S Leadership T Bellatrix T Mallice T Lodor R Switch > Darien T Mirage

Turn 4 Pass S Diplomacy II T HS T Lisis T HS S Techno. II

Turn 5 x Pass A Local Unrest T HS Pass Pass

Turn 6 x x Pass Pass x x

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

De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col. TG PC AC C


# #
Round 2 Planet Tech
x8 x8 x5 x2 x4 ∞ ∞ x 12 x 12 x3 x6 x8 x8 x 40 <5 <7 SA

Yin 3 3 2 4 6 1 1 1 1 5 2 0 2 2 1
Saar 2 2 3 8 8 1 8 3 1 2 2 1

Mentak 6 5 1 6 1 1 1 2 6 3 0 0 2 0

Winnu 2 5 0 2 4 1 1 4 3 0 3 3 1

Hacan 2 2 4 10 3 2 9 3 0 1 2 3

Muaat 1 2 2 5 1 2 7 5 0 0 3 1

Winnu Yin Muaat Mentak Hacan Saar


Round 3
1. Leadership 3. Assembly 4. Production 5. Trade II 7. Techno. II 8. Bureaucracy

Turn 1 T Moll Primus R Switch > Darien S Production X HS <> Loki T El'nath T Quann

Turn 2 S Leadership S Assembly R +2 Fighters S Trade II T Rigel S Bureaucracy

Turn 3 A Adv. Reinforcement T Mellon T Mecatol T Lisis S Techno. II T Thibah

Production
Turn 4 T Lisis T HS T Lesab Pass R T Tar'mann
Centers

Turn 5 Pass Pass T Starpoint x T HS X HS <> Capha

Turn 6 x x A Alien Tech. x Pass Pass

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

De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col. TG PC AC C


# #
Round 3 Planet Tech
x8 x8 x5 x2 x4 ∞ ∞ x 12 x 12 x3 x6 x8 x8 x 40 <5 <7 SA

Yin 5 4 2 4 8 1 3 1 1 5 2 2 1 5 1

Saar 2 4 4 8 10 2 2 9 3 1 2 3 2

Mentak 6 5 1 9 1 0 2 1 2 6 4 0 0 2 1

Winnu 0 0 0 2 2 1 2 4 3 2 4 3 1

Hacan 5 2 10 14 2 3 2 3 2 9 5 2 1 4 2

Muaat 2 1 2 4 7 2 2 2 7 7 0 0 4 2

Mentak Muaat Saar Winnu Yin Hacan


Round 4
1. Leadership 3. Assembly 4. Production 5. Trade II 6. Warfare II 7. Techno. II

Turn 1 T Lisis S Assembly X HS <> Capha T HS R Switch > Mellon T Wormhole A

Turn 2 S Leadership T Mecatol Rex S Production S Trade II S Warfare II S Techno. II

Turn 3 T Garbozia T Wormhole Beta T Mallice Pass T Tar'mann T Lisis

Turn 4 T Hope's End Pass T Arcturus x T Capha T El'Nath

Turn 5 Pass x Pass x T Mellon T HS

Turn 6 x x x x Pass Pass

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

De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col. TG PC AC C


# #
Round 4 Planet Tech
x8 x8 x5 x2 x4 ∞ ∞ x 12 x 12 x3 x6 x8 x8 x 40 <5 <7 SA

Yin 4 3 1 3 10 1 3 1 1 6 2 5 1 6

Saar 0 4 1 3 6 9 1 3 1 9 3 1 2 3 2

Mentak 6 5 1 9 1 1 1 2 7 5 1 0 3

Winnu 2 1 2 3 1 2 1 4 2 4 3 1

Hacan 5 4 12 15 1 3 3 4 3 2 10 7 5 1 5
Muaat 2 2 2 8 9 2 2 2 7 8 0 0 7 2

Mentak Muaat Saar Winnu Yin Hacan


Round 5

Turn 1

Turn 2

Turn 3

Turn 4

Turn 5

Turn 6

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

De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col. TG PC AC C


# #
Round 5 Planet Tech
x8 x8 x5 x2 x4 ∞ ∞ x 12 x 12 x3 x6 x8 x8 x 40 <5 <7 SA

Yin 1 0 1 1 8 1 3 1 1

Saar 2 0 2 8 9 1 1 1

Mentak 3 4 1 8 3 1 2 2

Winnu 2 2 1 4 4 1 2

Hacan 5 3 6 15 1 2 3 4 3 2

Muaat 2 2 2 12 9 2 3 2
CC
VP
SA FS CP

2 3 3 0 15

2 3 3 0 15

2 4 3 0 17

2 3 3 0 ###

2 3 3 0 15

3 3 3 0 19

CC
VP
SA FS CP

2 3 3 0 20

2 3 3 0 21

2 4 3 0 20

2 3 3 0 ###

2 3 3 0 17

3 3 3 0 22

CC
VP
SA FS CP

1 4 2 0 28
1 3 3 1 27

0 4 2 0 ###

1 4 1 1 21

3 5 3 1 31

1 2 2 1 ###

CC
VP
SA FS CP

1 5 3 0 41

2 4 2 2 41

1 4 1 1 36

1 4 3 1 10

2 5 2 1 53

2 2 1 4 ###

CC
VP
SA FS CP

2 ###

2 5 3 3 ###

1 32

1 6 2 0 ###

2 67
2 3 1 6 ###

CC
VP
SA FS CP

###

###

###

21

59

###
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 - Floating 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

Yin Mentak Hacan Muaat Winnu Saar

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


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

- Delay invasion for 1 round


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

- Reroll up to 2D10 per round (invasion)


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

- Combat +1 additional D10


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

The Naalu Collective


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, 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.
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.
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.
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 : YES
- 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 : 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 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.

HOUSE RULES AND RULES CLARIFICATIONS


- 10's always hit in combat. 1's always miss in combat.
- 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.
- Players MAY, if they choose, build a Space Dock in the system they are not building units in during a Transfer Action.
- When purchasing a Technology Advance, you can apply the Technology Specialty discount from a planet even if that planet i
Technology Advance purchase.
- The special re-roll ability of Universities of Jol-Nar and the Recheck Action Card can be played on any die roll after all rolls ha
or defender) during a single round of combat.
- 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
- 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
- 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.
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
Yin 1 4 5 5 6 Yin 15
Saar 2 5 8 9 9 Saar 15
Mentak 1 5 6 6 7 Mentak 17
Winnu 1 4 4 4 1 Winnu 14
Hacan 3 8 9 9 10 Hacan 15
Muaat 1 4 7 7 7 Muaat 19

10 70
65
9
60
8 55
7 50
Yin 45
6
Mentak 40
5 Hacan 35
Muaat 30
4
Winnu 25
3 Saar 20
2 15
10
1
5
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
Yin 0 0 0 0 2
Saar 0 0 1 2 3
Mentak 0 0 0 1 1
Winnu 0 0 1 1 0
Hacan 0 0 1 1 2
Muaat 0 0 1 4 6

6
6
5
5
4
Yin
4 Mentak
3 Hacan
3 Muaat
Winnu
2
Saar
2
1
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
20 28 41 36
21 27 41 45
20 31 36 32
20 21 10 15
17 31 53 67
22 28 42 57

Yin
Mentak
Hacan
Muaat
Winnu
Saar

0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
Race Username First Name Email Time Zone

Yin Insanebychoice John simplyis@comcast.net johnz@cedsr.com


GMT -8

Saar Furdaddy Jason jfuredy@cox.net GMT -7

Mentak Dark_Slayer Theo tmiltenburg@gmail.com GMT +1

Winnu Bluewyrmm Ryan bluewyrmm@yahoo.com GMT -5

Hacan Chovesh Aaron abianco@borealis.com GMT -6

Muaat Sitko Brad sitkogm@yahoo.com GMT -5

GM Daniel78 Daniel dpham@informatica.com GMT +1

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