Twilight Imperium: Fall of the Empire
Over three thousand years ago, the Lazax ruled the galaxy. But after many millennia of control, the Lazax grew complacent with their position over the other races of the galaxy. The six great races of Sol, Hylar, N’orr, Hacan, Letnev, and Xxcha began to chafe under the rule of the Lazax Empire. And so when a trade dispute over the Quann wormhole resulted in the Sol armada acting against the Letnev, a flame spread like wildfire throughout the galaxy, igniting a civil war between races that had only tenuously been held back by the Lazax rule. In the centuries that followed, the Twilight War eradicated the Lazax race and turned back thousands of years of progress. The great races retreated to their home planets to rebuild, and once the Galactic Council was once again able to meet, it was a shadow of its former strength. And now, thousands of years later, after the long era of the Dark Years, the time is right for a new race to step up and become the rulers of the galaxy, and the guiding hand for all races within its domain.
But what if things had happened differently? What if the motivations behind each great race’s actions were different? What if the Lazax was more perceptive in attending to the great races’ drives? What if the alliance lines were drawn differently? We now look back on those times, to see how history may have unfolded differently in an alternate retelling of the Twilight War...
Twilight Imperium is a boardgame of galactic empire-building on a large scale, often described as a 4X game given physical form. Players build ships, conquer planets, research technology, and engage in trade and diplomacy, all in the pursuit of earning victory points toward claiming the Imperial Throne of Mecatol Rex and rule over the entire galaxy. The second expansion to Twilight Imperium, however, presents an alternative scenario for gameplay. In the Fall of the Empire scenario, players take the role of one of the great races at the outset of an alternate Twilight War. The map is preset based on the number of players, and instead of victory being determined by victory points, each player has a specific objective that must be achieved for victory, or an alliance must be made to allow for victory to be achieved with another player’s victory.
Rules and UtilitiesBase Set RulesShattered Empire RulesShards of the Throne RulesOfficial FAQTech TreeWalkthrough/Tutorial
Previous Games on PA:
Game I,
Game II,
Game III (
setup)
There’s a lot of rules to read through, and the summary I am putting into these opening posts will not be entirely comprehensive. I recommend reading through the Walkthrough/Tutorial linked above for starters, and as a good review of the base game for veterans. You might also want to look at previous games played on the forum for an idea of the flow of the game.
In general, actions will be noted in
bold dodgerblue,
bold limegreen, and
bold red: see the sections below for specific formatting. Except for conversations between teammates and those initiated by the host, all inter-player conversation must be done in-thread.
As a special note, I will be making three exceptions to the scenario rules as laid out by the original design. First of all, common technologies (and the modified tree) introduced in the first expansion, Shattered Empire, will be included in the Technology Tree. (Racial Technologies will remain unavailable.) Secondly, Action Cards introduced in Shattered Empire will be included in the Action Card deck for this game, and cards that apply to Optional Rules introduced in the Shards of the Throne expansion (these are the ones that can be traded in for a Trade Good if they don’t apply to the ruleset being used) shall be removed. Thirdly, a player must control their home system in order to claim or share victory in this scenario - this is to avoid abuse of the Traitor objective described below.Scenario Objectives
Instead of a victory condition for the game based on victory points, players in the Fall of the Empire scenario acquire victory by achieving the condition on their secret objective dealt out at the start of the game. Certain objectives may be fulfilled during the course of the game, but otherwise, the game ends after eight rounds have been played. If nobody has achieved their victory condition at the end of the game, then nobody wins! Victory conditions follow:
The Lazax only have one objective to draw from:
- Emperor of the Galaxy: You win the game if each Home System is controlled by you or its starting race at the end of Round 8.
All other races draw an objective secretly from the following list of seven:
- Anarchist: You win the game if you control your Home System and the Lazax player has not fulfilled his objective at the end of Round 8.
- Loyalist: You also win the game if the Lazax player wins.
- Opportunist: You win the game if you control the Quann system. (Immediate Victory)
- Powerhungry: You win the game if you control the Mecatol Rex system. (Immediate Victory)
- Support of the People: When you give away your fourth Treaty Card, reveal this objective. If at least 3 other players have your Treaty Card in hand at this time, you win. (Immediate Victory)
- Traitor: You win the game if you control an enemy Home System (excluding Mecatol Rex). (Immediate Victory)
- Unstoppable Army: You win the game if you have 60 plastic figures on the game board. (Immediate Victory)
Alternatively, instead of fulfilling ones’ own victory condition, a player may win via alliance with another player. At the start of the game, each of the great races starts with a hand of Treaty Cards (The Lazax has one card for each player in the game, each other player has a hand of four cards). To attempt to form an alliance, a player may activate another player’s Home System (Exception: The Lazax cannot accept Treaty Cards from other players, so Mecatol Rex cannot be activated in this fashion) and, instead of performing a standard Tactical or Transfer Action, give that player one of his race’s Treaty Cards face down. The recipient takes the card into his hand of Treaty Cards, and discards one card from his hand face down. Players should feel free to negotiate when attempting to form an alliance. Example:
I spend a Command Pool Counter to activate the Sol home system to attempt to form an alliance. (The activating player then sends the host and the Sol player a PM with the Treaty Card he wishes to offer.)
I discard a Treaty Card from my hand. (The Sol player PMs me the card they discard in a new conversation so the activating player does not know what the Sol player’s decision was.)
Each of a player’s Treaty Cards has a number indicating strength (and a short descriptor text that may be used as a suggestion for alliance activity). At the end of the game, a player who has the
lowest numbered Treaty of a winning player’s race
without also having a Treaty Card belonging to a second opponent will win along with that player as the strongest ally.
Lazax Treaty Cards:
[1] Defender of the Throne
You also win the game if the Lazax player fulfills his objective.
DEFEND MECATOL REX
[2] Peacekeeper
You also win the game if the Lazax player fulfills his objective.
ATTACK THE SARDAKK N’ORR
[3] Containment
You also win the game if the Lazax player fulfills his objective.
ATTACK THE SOL
[4] Oppressors
You also win the game if the Lazax player fulfills his objective.
ATTACK THE LETNEV
[5] Trade Regulator
You also win the game if the Lazax player fulfills his objective.
ATTACK THE HACAN
[6] Tech Regulator
You also win the game if the Lazax player fulfills his objective.
ATTACK THE JOL NAR
[7] Truth Dealer
You also win the game if the Lazax player fulfills his objective.
ATTACK THE XXCHA
Other races' Cards:
[1] Peace Treaty
You also win the game if the <RACE> player fulfills his objective.
DON’T ATTACK THE <RACE>
(So the Sol [1] contract would read "You also win the game if the Sol player fulfills his objective; DON'T ATTACK THE SOL")
[2] Common Foe
You also win the game if the <RACE> player fulfills his objective.
ATTACK THE PLAYER TO THE LEFT OF THE <RACE>
[3] Partners in War
You also win the game if the <RACE> player fulfills his objective.
ATTACK THE PLAYER TO THE RIGHT OF THE <RACE>
[4] Freedom Fighters
You also win the game if the <RACE> player fulfills his objective.
ATTACK THE LAZAX
Races and Special Abilities
The Lazax: Under the rule of the Lazax, the galaxy experienced a period of peerless prosperity for multiple millennia. But though they thought themselves benevolent Emperors, other races began to see the Lazax as arrogant and restrictive and they desired more - even to the point of wanting what belonged to other races. Now the great Empire is at a turning point: will the Lazax be able to recognize the darkness underneath the surface, and will they be able to hold it back?
- Starting Units: 6 Ground Forces, 3 Destroyers, 3 Cruisers, 1 Dreadnought, 2 PDS, 1 Space Dock
- Starting Technologies: Enviro Compensator, Sarween Tools, Micro Technology, Integrated Economy, Stasis Capsules
- Trade Contracts: 2, 3
- During setup, you may place any of your starting units (except your Space Dock) in systems adjacent to your Home System.
- You start the game with one extra Command Counter in your Strategy Allocation area.
- You receive -5 votes when voting.
The Emirates of Hacan: The Hacan make their home on three desert-like planets surrounding the star Kenara. For the greater part of their civilization, the hot, arid enviroment on their homeworlds has limited their influence on the galaxy, but as technology grew, their worlds were found to be unique and ideal for a variety of special goods. Now, the Hacan are galaxy-renowned as masters of trade and commerce, and find themselves as one of the great races of the Empire.
- Starting Units: 4 Ground Units, 2 Carriers, 1 Cruiser, 2 Fighters, 1 Space Dock
- Starting Technologies: Enviro Compensator, Sarween Tools
- Trade Contracts: 3, 3
- Your trades do not require approval during Trade Negotiations.
- You do not need to spend a Command Counter to execute the Secondary Ability of the Trade Strategy. When you receive Trade Goods from one of your Trade Agreements, 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.
The Universities of Jol-Nar: The twin oceanic planets of Jol and Nar are home to the aquatic Hylar race and forms the nucleus of technological progress in the galaxy. While physically frail, they have overcome their weaknesses with intellectual prowess. It is rare to have a technological device that has not had Hylar input, either as an original design, or a vast improvement to a design developed by the other races.
- Starting Units: 2 Ground Forces, 2 Carriers, 1 Fighter, 2 PDS, 1 Dreadnought, 1 Space Dock
- Starting Technologies: Hylar V Assault Laser, Antimass Deflectors, Enviro Compensator, Sarween Tools
- Trade Contracts: 1, 3
- You receive -1 on your Combat Rolls.
- When executing the Secondary Ability of the Technology Strategy, you may execute both its Primary Ability and the Secondary Ability.
- You may spend a Command Counter from your Strategy Allocation to immediately re-roll any of your die rolls.
The Barony of Letnev: The home planet of the Letnev, Arc Prime, is a bit of an oddity, lacking a defined orbit or central star, but supporting vast industrial capabilities. Militaristic by nature, the Barony of Letnev has had a history of troublemaking in the galactic community. Historically, they were the ones who sparked the Twilight Wars and were ultimately responsible for the utter destruction of the Xxcha world of Archon Tau. What might happen now, under alternate motivations?
- Starting Units: 1 Space Dock, 1 Dreadnought, 1 Destroyer, 1 Carrier, 3 Ground Forces
- Starting Technologies: Hylar V Assault Laser, Antimass Deflectors
- Trade Contracts: 1, 1
- 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.
- Your Fleets may always contain one more Ship than your number of Command Counters in your Fleet Supply.
The Sardakk N’orr: The N’orr are a hardened, tough race with a rich warrior history. The N'orr home planet of Quinarra is marked by frequent and harsh storms, its space teeming with swarms of ships. While they may not have much political influence, the N’orr are unmatched in combat. It is through their military strength that they are considered a great race of the empire.
- Starting Units: 5 Ground Forces, 1 Carrier, 1 Cruiser, 1 PDS, 1 Space Dock
- Starting Technologies: Hylar V Assault Laser, Deep Space Cannon
- Trade Contracts: 1, 2
- You receive +1 on your Combat Rolls.
The Federation of Sol: The last of the great races to be admitted to the galactic council, the humans of Sol are known for being a diverse and gregarious race. However, they are also known for their impulsivity, and it was Sol’s actions against Letnev at Quann that knocked the foundation out from under the Lazax Empire. For humans, anything is possible; while they do not have advantages in the extremes like other races, their adaptability has thus far allowed them to thrive in the galactic arena.
- Starting Units: 5 Ground Units, 2 Carriers, 1 Destroyer, 1 Space Dock
- Starting Technologies: Antimass Deflectors, Cybernetics
- Trade Contracts: 2, 2
- As an Action, you may spend one Command Counter from your Strategy Allocation box to place two free Ground Units on any one Planet that you control.
- During the Status Phase, you receive one extra Command Counter.
The Xxcha Kingdom: The ancient Xxcha Kingdom has a history as long as that of the Lazax, perhaps even longer. Unlike many of the other races, however, the Xxcha care little for expansion, instead preferring deliberate action and peace. And it was thanks to their cautious nature that the Xxcha were the first to recognize the fact that the Lazax Empire was beginning to become unstable. Warnings were unheeded, however, and the Twilight Wars destroyed the millennia-long prosperity. With the benefit of hindsight, perhaps a new destiny can be crafted…
- Starting Units: 1 Space Dock, 3 Fighters, 1 PDS, 1 Carrier, 2 Ground Forces, 2 Cruisers
- Starting Technologies: Antimass Deflectors, Enviro Compensator
- Trade Contracts: 2, 2
- When executing the Secondary Ability of the Diplomacy Strategy, you may execute the Primary Ability instead.
- Immediately after a Political Card has been drawn or played and read aloud, you may spend one Command Counter from your Strategy Allocation to cancel the card and force another Political Card to be drawn.
- Your opponents receive -1 on all combat rolls against you during the first combat round of all Space Battles and Invasion Combat.
General Game Flow
The game is played over a maximum of 8 rounds. Each round is divided into three parts: the Strategy Phase, the Action Phase, and the Status Phase. In the Strategy Phase, players select Strategy Cards: this determines the special action that player may take during the round as well as play order. The bulk of activity takes place in the Action Phase: here players may deploy abilities specified by their choice of Strategy Card, activate systems for space combat, invasion of planets, building of new units, or just to move units, or play certain action cards. Once everybody has passed their turns in the Action Phase, the Status Phase refreshes the board setup for the next round of play.
Strategy Phase
In the Strategy Phase, players select Strategy Cards for the round. Each Strategy Card has a special ability and determines play order in the Action Phase. Starting from the player with the Speaker token and moving clockwise, each player will choose a card; each card may be selected by at most one player. To select a Strategy Card, note your selection in bold dodgerblue. Example:
I select the (1) Initiative Strategy Card.
At the end of the Strategy Phase, there will be an unselected Strategy Card. A Bonus counter will be added to the card as incentive for selection in future rounds. When a player selects a Strategy Card with a Bonus counter, they immediately exchange each counter for either a Trade Good or Command Counter.
Action Phase
Starting with the player with the lowest-numbered Strategy Card and moving up in number, players take actions sequentially until all players have passed. There are four different types of actions that players can perform: the Strategic Action, Tactical Action, Transfer Action, and using Action Cards that are played as actions. Details about the first three actions are contained in the following sections. The fourth is straightforward: the acting player declares the card they wish to play in bold dodgerblue, noting its effects. For expediency in the forum game environment, players do not need to declare use of the Action Card, wait for others to declare, and then actually play the card. (Please note that the two-step declare-then-play protocol still applies for other phases of the game, including the Strategy Phase, Status Phase, and battles.) Example:
I play an Action Card: Alien Technology.
I exhaust Arnor (2R) and Saudor (2R) to gain the technology Sarween Tools.
A fifth action is available in the Fall of the Empire scenario to try and form an alliance, detailed in the Scenario Objectives section above. If a player does not wish to make any more actions during the round, they may pass their turn. With the exception of the Initiative Strategy Card, which has no primary ability action, players must use the Strategic Action specified on their card before ending their turn for the round. Players who have passed their turn will still be able to participate in secondary abilities from other players’ Strategic Actions, but take no further actions in the Action Phase. Players may pass their turn in bold red. Example:
I PASS my turn.
Posts
I activate the primary ability...
I PLAY the secondary ability...
I PASS on the secondary ability.
(1) Initiative
Notes: Selecting this card also allows that player to break ties on Agenda Card votes and provides the player first selection of Strategy Card in the next round.
Secondary Ability: Economic Stimulus Spend one Command Counter from your Strategy Allocation area to refresh up to two of your exhausted (non-Home System) Planet Cards.
Notes: The primary ability effectively locks out two players from attacking each other for a round on the board, though they may affect each other in other ways such as through politics or Action Cards. Usage example:
I activate the primary ability of the (2) Diplomacy Strategy Card, targeting The Universities of Jol-Nar.
I PLAY the secondary ability, spending a Strategy Allocation Counter to refresh Vefut II and Lodor.
Secondary Ability: Subterfuge Spend 1 Command Counter from your Strategy Allocation area and 2 influence to draw 2 Action Cards.
Notes: The Fall of the Empire scenario replaces the Politics deck with an Agenda deck. Cards and abilities that apply to Politics Cards also apply to Agenda Cards. The Agenda deck includes five Event cards that, if drawn, are immediately resolved. A new card is drawn to replace resolved Events. If the Lazax is activating the primary, then that player simply chooses an outcome. Otherwise, the agenda goes to a vote. After negotiation, players vote on the agenda, starting to the left of the Speaker, with the option to also abstain from a vote. Each player’s vote is worth the amount of influence on their unexhausted planets (minimum 1); Trade Goods may not be spent here to increase the power of the vote. The option with the most votes wins, with the Speaker breaking any ties. Usage examples:
I activate the primary ability of the (3) Civilization Strategy Card. (I then send the player their choice of Agendas, resolving any Events)
If Lazax: I discard “Stifle Imperial Power” and choose to resolve “Test of Loyalty”, electing the Barony of Letnev., and posting the Agenda text.
Otherwise: I discard “Stifle Imperial Power” and choose to bring “Test of Loyalty” to a vote., and posting the Agenda text.
Voting: I vote FOR the agenda, I vote AGAINST the agenda., I ELECT <item> for the agenda., I ABSTAIN from the agenda.
I PLAY the secondary ability, spending a Strategy Allocation Counter and exhausting Wellon (2I) to draw 2 Action Cards.
Secondary Ability: Domestic Mandate You may spend influence to receive Command Counters from your reinforcements. You receive 1 Command Counter for every 3 influence you spend.
Notes: Unlike other Strategy Cards, there is no need to spend a Strategy Allocation counter to use this card’s secondary ability. Usage examples:
I activate the primary ability of the (4) Logistics Strategy Card, placing 1 counter into Strategy Allocation, 1 into Fleet Supply, and 2 into Command Pool.
I PLAY the secondary ability, exhausting Torkan (3I) to place 1 Command Counter into my Command Pool.
a) Immediately receive 3 Trade Goods. Then receive Trade Goods for your active trade agreements. Finally, open trade negotiations among all players. You must approve all new trade agreements.
b) All trade agreements are cancelled. Return all Trade Contracts to their owners.
Secondary Ability: Commerce Spend one Command Counter from your Strategy Allocation area to receive Trade Goods for your active trade agreements.
Notes: Each race has two Trade Contracts that they may exchange with others to earn Trade Goods in the Trade Strategy Card, and trade agreements must be made between different races (i.e. you can’t exchange both Contracts with the same race). Negotiation is encouraged when making and approving agreements. When collecting Trade Goods in the secondary ability, you may not collect on agreements just gained during the primary ability. Usage example:
Type a) I activate the primary ability of the (5) Trade Strategy Card, receiving 6 Trade Goods (3 free + 3 from agreements).
When trying to create an agreement: I request the creation of a Trade Agreement between myself [value 2] and The Xxcha Kingdom [value 2].
When approving a trade: I approve of the creation of a Trade Agreement between The Xxcha Kingdom [value 2] and The Federation of Sol [value 2] .
Type b) I activate the primary ability of the (5) Trade Strategy Card, breaking all Trade agreements.
I PLAY the secondary ability, spending a Strategy Allocation Counter to gain 5 Trade Goods (3 from agreements + 2 from Micro Technology).
Secondary Ability: Patrols Spend one Command Counter from your Strategy Allocation area to choose one or two of your Destroyer/Cruiser units anywhere on the board. Each unit may now move to an adjacent empty (non-Home) system. Then place one of your Command Counters from your reinforcements in each destination system.
Notes: An empty system is defined as one that does not contain units and which is not a red-bordered Special System. Ships moved by the secondary ability may come from activated systems and may move to activated systems. Usage example:
I activate the primary ability of the (6) Warfare Strategy Card, retrieving the Command Counter from the Abyz-Fria system and placing it back in my Command Pool.
I PLAY the secondary ability, spending a Strategy Allocation Counter to move a Destroyer from Quann to Qucen'n-Rarron and a Cruiser from Dal Bootha-Xxehan to Qucen'n-Rarron.
Secondary Ability: Research and Development Spend one Command Counter from your Strategy Allocation area and spend 8 resources to receive one Technology advance (for which you have the necessary prerequisites.
Notes: Technologies are divided into four categories and organized into a tech tree. (Tech Tree) If purchasing technology, the cost may be reduced by one for each technology specialty icon matching the type of technology you wish to buy on your unexhausted planets. You do not have to exhaust such planets during technology purchasing to gain their bonus. Usage example:
I activate the primary ability of the (7) Technology Strategy Card to gain the technology “XRD Transporters”.
I PLAY the secondary ability, spending a Strategy Allocation Counter, exhausting Abyz (3R), Fria (2R), spending 2 Trade Goods and using the Fria Technology specialty to gain “XRD Transporters”.
a) Receive 1 Space Dock on a planet you control. You may do this even if you gained the planet’s Planet Card this round.
b) Receive up to 4 resources worth of free units in an activated system you control that contains a Space Dock.
Secondary Ability: Fabrication Spend 1 Command Counter from your Strategy Allocation area to receive up to 2 resources worth of free units in an activated system you control that contains a Space Dock.
Notes: Units may be built from Space Docks built during the current round. Usage example:
Type a) I activate the primary ability of the (8) Industry Strategy Card to build a Space Dock on Lodor.
Type b) I activate the primary ability of the (8) Industry Strategy Card to build a Cruiser (2R), Destroyer (1R), and two Fighters (1R) at the Space Dock on Lodor.
I PLAY the secondary ability, spending a Strategy Allocation Counter to build a Cruiser (2R) at the Space Dock on Lodor.
Tactical Action
- Activate a System One counter will be spent from the Command Pool to activate the chosen system.
- Movement into the System Ships cannot be moved out of activated systems and cannot pass through systems with non-Fighter enemy ships. Units with carry ability can pick up units at any time during their movement as long as the systems do not contain enemy ships and are not previously activated.
- PDS Fire If there are any enemy PDS units in range, play will be paused to allow their owning players the opportunity to decide whether or not to react. The active player may then choose to activate their own PDS units, if any. Hits are scored as in Space Battles (see below) by each player.
- Space Battles A Space Battle occurs when ships of different players are in the same system. See section below.
- Planetary Landings Units being carried may be landed at this time; they may be split between multiple planets.
- Invasion Combat Invasion Combat occurs when units of different players are in the same planet. See section below.
- Produce Units Players may exhaust planets and spend trade goods to build units at a previously established Space Dock, or to build a Space Dock if the planet it is being built on has been controlled the entire round. The maximum number of units that may be produced is equal to 2 plus the resource value of the planet housing the Space Dock.
If a planet is taken, either by landing a Ground Force or Mechanized Unit on an empty planet or winning Invasion Combat, the planet card is received in exhausted state. Example:I spend a Command Pool Counter to activate the Tar’mann system and perform a Tactical Action.
A Carrier with two Fighters and two Ground Forces from Tequ’ran-Torkan and a Cruiser from the Xxcha Home System will be moved in. (If there were PDS in the area, the action would pause for PDS fire. Assuming the system is empty:)
I land two Ground Forces onto Tar’mann, taking control of the planet.
Building units: I exhaust Bereg (3R) to build a Cruiser (2R) and two Fighters (1R).
Space Battles and Invasion Combat
- Announce Withdrawals/Retreats Attacker has first option to declare a retreat, followed by the Defender. Retreat may only be declared if there is an adjacent activated system without enemy ships.
- Roll Combat Dice Both players simultaneously roll outcomes for all their ships.
- Remove Casualties Both players decide what ships to remove from their own fleets; attacker removes first.
- Execute Withdrawals/Retreats If there are still ships of both players in the system and a retreat was declared, it is executed now.
Battle rounds continue until a player retreats or only ships of one kind (or fewer) remain in the system. Generally, battles will be conducted via private message, and it is encouraged to have conditional orders in place with me in order to expedite the process. Results will be announced in thread at battle’s completion.Invasion Combat flows similarly to Space Battles, but without a retreat option. Pre-combat, the attacker has the option of using Planetary Bombardment with his Dreadnoughts and War Suns and the defender may use PDS fire. For Bombardment, ships must be split between planets if there are multiple invasions, and Dreadnoughts may not bombard planets that contain enemy PDS units. PDS units must be on the planet being invaded to be used in PDS fire. For each hit by each player, one Ground Force is removed. Remaining Ground Forces and Mechanized Units fight it out in rounds of rolling combat dice, then removing casualties. If the attacker wins with at least one Ground Force or Mechanized Unit remaining, then he gains control of the planet. All enemy Space Dock and PDS units are destroyed.
Units
Transfer Action
- Activate Two Systems One counter will come from the Command Pool like in a Tactical Action, the other will come from the reserve tokens. Both systems must be “friendly”, containing at least one friendly unit and no enemy units, and must be adjacent to each other.
- Movement Between Systems
- PDS Fire
- Planetary Landings Units may not be landed on neutral or enemy-controlled planets in the Transfer Action.
- Produce Units Units may be produced or a Space Dock may be built at only one of the activated systems.
Example:I spend a Command Pool Counter to activate the Saudor and Arinam-Meer systems and perform a Transfer Action.
A Carrier with two Fighters and two Ground Forces will move from Saudor to Arinam-Meer; a Cruiser will move from Arinam-Meer to Saudor.
I will land one Ground Force from the Carrier to each of Arinam and Meer.
I will exhaust Saudor (2R) and spend 2 Trade Goods to build a Space Dock on Arinam.
Status Phase
- Qualify for Public/Secret Objective Cards Ignored in the Fall of the Empire Scenario.
- Repair Damaged Ships
- Remove Command Counters Counters are removed from the board and returned to players’ reserves.
- Refresh Planet Cards
- Receive 1 Action Card and 2 Command Counters
- Redistribute Command Areas
- Return Strategy Cards Strategy Cards return to the common area for selection in the next Strategy Phase.
Players may also scuttle units during the Status Phase, returning the unit to the reserves. Most steps are automatic; outside of potential Action Card plays and scuttling units, players need only declare how they are redistributing their Command Counters in the Status Phase. Example:I gain 2 Command Counters, placing one in Strategy Allocation and one in Command Pool., or I gain 2 Command Counters, rearranging my Command Areas to include 2 in Strategy Allocation, 4 in Fleet Supply, and 2 in Command Pool.
Odds and Ends
TG/AC: 0/0
SA/FS/CC: 2/3/3
End of Game Map
Technology Status
The Lazax: sartori and jakobagger
Action Cards: 0
Treaty Cards: 6
Strategy Allocation: 2
Fleet Supply: 4
Command Pool: 1
Trade Contracts: Hacan [3], Xxcha [2]
Technology: Enviro Compensator, Sarween Tools, Micro Technology, Integrated Economy, Stasis Capsules, Hylar V Assault Laser, Deep Space Cannon, War Sun, Antimass Deflectors
Worlds:
R - Mecatol Rex (3R, 6I)
R - Industrex (2R, 0I, R (x2))
R - Lodor (3R, 1I, G)
R - Mehar Xull (1R, 3I, B)
R - Quann (2R, 1I, G)
R - Qucen'n (1R, 2I)
R - Rarron (0R, 3I, G)
R - Tempesta (1R, 1I, B (x2))
R - Vefut II (2R, 0I, R)
R - Xxehan (1R, 1I, G)
Action Cards: 2
Treaty Cards: 4
Strategy Allocation: 1
Fleet Supply: 5
Command Pool: 1
Trade Contracts: Jol-Nar [1], N'orr [1]
Technology: Hylar V Assault Laser, Antimass Deflectors, XRD Transporters
Worlds:
R - Arc Prime (4R, 0I)
R - Wren Terra (2R, 1I)
R - Arnor (2R, 1I)
R - Lor (1R, 2I, R)
Action Cards: 7
Treaty Cards: 4
Strategy Allocation: 3
Fleet Supply: 4
Command Pool: 3
Trade Contracts: Hacan [3], Letnev [1]
Technology: Hylar V Assault Laser, Deep Space Cannon, Antimass Deflectors, XRD Transporters
Worlds:
R - Tren'lak (1R, 0I)
R - Quinarra (3R, 1I)
R - Arinam (1R, 2I, B)
R - Coorneeq (1R, 2I, R)
R - Meer (0R, 4I)
R - Resculon (2R, 0I)
R - Saudor (2R, 2I)
Action Cards: 4
Treaty Cards: 4
Strategy Allocation: 3
Fleet Supply: 5
Command Pool: 2
Trade Contracts: Lazax [3], N'orr [2]
Technology: Enviro Compensator, Sarween Tools, Hylar V Assault Laser, Deep Space Cannon
Worlds:
R - Bereg (3R, 1I, R)
R - Lirta IV (2R, 3I, G)
R - Thibah (1R, 1I)
Action Cards: 2
Treaty Cards: 4
Strategy Allocation: 2
Fleet Supply: 5
Command Pool: 0
Trade Contracts: Letnev [1], Sol [2]
Technology: Hylar V Assault Laser, Deep Space Cannon, Magen Defense Grid, Antimass Deflectors, XRD Transporters, Light/Wave Deflector, Type IV Drive, Enviro Compensator, Sarween Tools, Micro Technology, Neural Motivator
Worlds:
R - Jol (1R, 2I)
R - Nar (2R, 3I)
R - Abyz (3R, 0I)
E - Arretze (2R, 0I)
R - Fria (2R, 0I, B)
E - Hercant (1R, 1I)
E - Kamdorn (0R, 1I)
R - Tar'mann (1R, 1I)
R - Wellon (1R, 2I)
Action Cards: 6
Treaty Cards: 4
Strategy Allocation: 2
Fleet Supply: 5
Command Pool: 0
Trade Contracts: Lazax [2], Sol [2]
Technology: Antimass Deflectors, Enviro Compensator, Graviton Laser System, Hylar V Assault Laser, Deep Space Cannon
Worlds:
E - Archon Ren (2R, 3I)
E - Archon Tau (1R, 1I)
E - New Albion (1R, 1I, G)
R - Starpoint (3R, 1I)
R - Tequ'ran (2R, 0I, R)
R - Torkan (0R, 3I, B)
Action Cards: 4
Treaty Cards: 4
Strategy Allocation: 2
Fleet Supply: 6
Command Pool: 3
Trade Contracts: Jol-Nar [3], Xxcha [2]
Technology: Antimass Deflectors, XRD Transporters, Cybernetics, Gen Synthesis
Worlds:
R - Jord (4R, 2I)
R - Centauri (1R, 3I)
R - Gral (1R, 1I, B)
R - Lazar (1R, 0I)
R - Mellon (0R, 2I)
R - Sakulag (2R, 1I)
R - Zohbat (3R, 1I, B)
Neutral Worlds and Agenda Effects
Disbanding the Empire: Against - Another round will be added to the end of the game; win conditions referring to round eight instead refer to round nine.
Minister of Commerce: Elect Lazax - During each Status Phase, the Lazax receives one Trade Good from each player that has a least one active trade agreement.
Strategyic Planning - During the current round, Sol does not need to pay Command Counters to play on Strategy Card secondary abilities.
Jol-Nar flips over their Scenario Objective card, "Traitor": You win the game if you control an enemy Home System (excluding Mecatol Rex). (Immediate Victory)
Jol-Nar has fulfilled their objective and are declared winners!
Game Links
Team and Race Assignment
Round 1: Strategy Phase, Start of Action Phase, Update 1, Update 2, Update 3, Update 4, End of Action Phase
Round 2: Strategy Phase, Start of Action Phase, Update 1, Update 2, Update 3, Update 4, Update 5, Update 6, End of Action Phase
Round 3: Strategy Phase, Start of Action Phase, Update 1, Update 2, Update 3, Update 4, Update 5, End of Action Phase
Round 4: Strategy Phase, Start of Action Phase, Update 1, Update 2, Update 3, Update 4, End of Action Phase
Round 5: Strategy Phase, Start of Action Phase, Update 1 (end of game)
People interested in playing should !sign up for participation in bold limegreen text. As part of signups, please also indicate if you wish to play in a team, whether as a new player wanting to partner with someone more experienced, or a player who likes to collaborate with others. If there are more players interested than available slots, then teams will be created to allow for maximal participation.
In addition, while I am planning on running a game under the Fall of the Empire scenario rules, if there is sufficient demand for a standard game, I will accede to player request and run a game under those rules. Please specify in your signup posts whether you prefer the scenario game or the standard game; details/modifications of planned rules for both types are listed below.
Signups will be open for an unspecified, but hopefully reasonable timeframe. Let's say a week at the most.
Fall of the Empire Scenario:
Standard Game Scenario:
I'll happily play in a team (first preference with FWD again if he wants in, since the last game died), but am an experienced TI:3 player and can go solo or mentor a new player.
No scenario preference.
The Black Hole of Cygnus X-1
No real scenario preference. I do have balance concerns regarding the Fall of the Empire objectives (particularly Loyalist and Support of the People), and I would also be interested in incorporating some Shattered Empire options (tactical retreats come to mind). But I understand that sticking closely to the scenario as designed is the simplest solution.
Ah, looks like I did forget Tactical Retreats as an option for the standard game rules. That's a good option to have, it's not complicated to include. As for the Fall of the Empire Objectives, certainly they aren't balanced, far from it really, but at least you can attempt to ally with someone else and earn victory in that fashion. As they say, if you can't beat 'em, join 'em.
Henri Emmanuel Gratien St Pierre in Where No Man Has Gone Before
Lord Augustus Cumberbatch in Eclipse Phase
I've never played before and so could probably use a mentor. If not I'll just learn by doing though. Got a lot of free time.
No preferences on scenario.
Played in the last one, not too much experience with it. Happy to go it alone or team up if interest keeps growing
I was watching the last one but no real experience, glad to team up since my strategies tend to always have large gaping holes I cannot see.
It looks like with the alliance system up to four players could potentially win at the end of turn 8, is that correct?
Have played quite a few games of TI:3 offline, but never on forums. If there is room I would be glad to team up, be mentored, or if necessary - learn the old fashioned way. I have NOT tried the Fall of the Empire scenario, so I am definitely intrigued.
There are no restrictions in terms of what you are allowed to say about your objectives publicly. However, all conversation (except between teammates) must be made in the thread.
Looks like we have enough players for the game, but I'll leave signups open for another day to allow more interested people to sign up. We'll have a maximum of fourteen people, for seven teams of two. Some people will go it solo if there aren't enough people.
I'd like to team up with Darian again.
Alright, I'm going to call the signups closed at this point. I've got a few things to take care of in the next couple hours before we can get the game started for real, but for now, I've got the teams for the game set up. The Random Number God has spoken, and here is what it has declared:
The Lazax: Emperor sartori and High Councilor jakobagger
The Barony of Letnev: Baron stever777
The Sardakk N’orr: Envoy of the Queen Tmoiy and Tekklar Leader LeumasWhite
The Emirates of Hacan: Quieron Darian and Mowshir Sheikh FunkyWaltDogg
The Universities of Jol-Nar: Headmaster SeGaTai and Regent Cayrus
The Xxcha Kingdom: King El Skid
The Federation of Sol: High Minister lodwilk and Fleet Admiral Void Slayer
Pre-Start Map
While I get things ready, sartori and jakobagger, you guys will need to distribute your starting forces as per your special ability. Any systems adjacent to Mecatol Rex are fair game for placement, and any worlds taken by Ground Forces will be part of your initial holdings at the start of the game. When you guys have decided on your initial placement, post it in bold dodgerblue. Since the Speaker Token is in your hands at the start of the game, you may also decide your starting Strategy Card at that time; selection order will continue down the list in the order above.
edit: removed my version of the example
You also win the game if the Lazax player fulfills his objective.
DEFEND MECATOL REX
[2] Peacekeeper
You also win the game if the Lazax player fulfills his objective.
ATTACK THE SARDAKK N’ORR
[3] Containment
You also win the game if the Lazax player fulfills his objective.
ATTACK THE SOL
[4] Oppressors
You also win the game if the Lazax player fulfills his objective.
ATTACK THE LETNEV
[5] Trade Regulator
You also win the game if the Lazax player fulfills his objective.
ATTACK THE HACAN
[6] Tech Regulator
You also win the game if the Lazax player fulfills his objective.
ATTACK THE JOL NAR
[7] Truth Dealer
You also win the game if the Lazax player fulfills his objective.
ATTACK THE XXCHA
The other six races have four-card hands:
You also win the game if the <RACE> player fulfills his objective.
DON’T ATTACK THE <RACE>
(So the Sol [1] contract would read "You also win the game if the Sol player fulfills his objective; DON'T ATTACK THE SOL")
[2] Common Foe
You also win the game if the <RACE> player fulfills his objective.
ATTACK THE PLAYER TO THE LEFT OF THE <RACE>
[3] Partners in War
You also win the game if the <RACE> player fulfills his objective.
ATTACK THE PLAYER TO THE RIGHT OF THE <RACE>
[4] Freedom Fighters
You also win the game if the <RACE> player fulfills his objective.
ATTACK THE LAZAX
Reminders: The text on the treaty cards can optionally serve as recommendations, but remember that only the ally with the lowest-numbered treaty wins along with a player that fulfills his primary objective (and to answer Void Slayer's question above, it is possible for up to four people to win, if the Lazax, Loyalist, and two allies are victorious). If a player has two treaties belonging to different opponents, then they are ineligible for alliance victory (but can still go for their personal primary).
On a side note, if teams create new conversations for discussion, I'd appreciate a side invitation to the conversations. But don't forget that all conversation between races must be done publicly in this thread.
Tech tree image:
Tech tree list:
All of your cruisers and destroyers now receive +1 on all combat rolls
Deep Space Cannon (req. Hylar V Assault Laser)
Enemy fleets in adjacent systems are now in range of your PDS units.
Auto Defense Turrets (req. Hylar V Assault Laser)
All of your destroyers receive +2 and roll 1 additional die on all Anti-Fighter Barrage rolls. (SE)
Duranium Armor (req. Deep Space Cannon)
At the end of each round of combat, you may repair 1 of your damaged units in the battle. (SotT)
Magen Defense Grid (req. Deep Space Cannon)
All of your PDS units now receive +1 on all combat rolls. In addition, all of your ground forces on a planet with a PDS receive +1 on all combat rolls during invasion combat.
Assault Cannon (req. Auto Defense Turrets and Cybernetics)
Before any space battle begins, your participating Dreadnoughts may each fire one shot. Any hits are applied immediately, and casualties do not receive return fire.
Graviton Negator (req. Assault Cannon or Dacxive Animators)
Your Dreadnoughts may now bombard planets that contain PDS units. Your fighters may participate in invasion combat. Surviving fighters are returned to space after the combat and can never establish control of a planet.
War Sun (req. Deep Space Cannon and Sarween Tools)
You are now allowed to produce War Sun units.
Enviro Compensator
The production capacity of your space docks is now increased by 1.
Transfabrication
You may scuttle units at the start of the Build Units step of your activation. For each non-FF and non-GF unit you scuttle this way, gain 1 Trade Good. (SotT)
Sarween Tools (req. Enviro Compensator)
Whenever you produce units at any space dock, you now receive one additional resource with which to build units.
Micro Technology (req. Stasis Capsules or Sarween Tools)
When you receive trade goods from your trade agreements, you now receive one additional trade good for each of your active trade agreements.
Nano Technology (req. Micro Technology)
Your Dreadnaughts and War Suns may not be targeted by your opponents’ action cards. In addition, when you claim a planet you gain its planet card refreshed. (SE)
Integrated Economy (req. Micro Technology and Cybernetics)
When producing units at your space docks, you may now place the new units in any activated, adjacent system that is empty or friendly. You may place PDS and ground force units on any friendly planet within this range.
Graviton Laser System (req. Deep Space Cannon)
When you make a combat roll with a PDS unit and miss, you may now make a single re-roll for each roll that missed.
Transit Diodes (req. Lightwave Deflector or Dacxive Animators)
As an action, you may spend one command counter from your strategic allocation to immediately move up to four of your ground forces from any one of your planets to any other planet you control.
Antimass Deflectors
All of your ships may now move through asteroid fields but may never end their movement in an asteroid field.
XRD Transporters (req. Antimass Deflectors)
All of your carriers now receive +1 movement.
Gravity Drive (req. Antimass Deflectors)
You do not need to roll for your ships when moving out of a Gravity Rift. If your ships begin their activation in a system adjacent to a Wormhole or Gravity Rift, you receive +1 movement. (SotT)
Maneuvering Jets (req. XRD Transporters)
Your opponents receive -1 to all PDS rolls targeting your ships (or -2 if the PDS is firing from an adjacent system). In addition, you receive -1 to all of your Space Mine rolls, and your ships do not have to stop when entering an Ion System. (SE)
Type IV Drive (req. XRD Transporter and Neural Motivator)
All of your cruisers and dreadnoughts now receive +1 movement.
Advanced Fighters (req. Type IV Drive)
Your fighters do not require the support of carriers or space docks, may move independently with a movement rate of 2, and receive +1 on combat rolls. Enemy ships may not move through a system your fighters occupy.
Fighters in excess of a system’s fighter capacity count towards your fleet supply limit.
Fleet Logistics (req. Gravitron Negator)
When taking a tactical action, you may now take two tactical actions, one after the other, before your turn ends.
Lightwave Deflector (req. XRD Transporter and Magen Defense Grid)
Your ships may now move through systems containing enemy ships and continue their movement to the activated system.
Stasis Capsules (req. Enviro Compensator)
Your cruisers and dreadnoughts may now carry one ground force unit.
Neural Motivator (req. Stasis Capsules or Micro Technology)
You now draw one extra action card during each status phase.
Dacxive Animators (req. Neural Motivator)
If you win an invasion combat, roll once for every ground force unit killed (yours and your opponents). For every roll of 6+ place one ground force unit on the planet from your reinforcements.
Neural Computing (req. Neural Motivator)
Your cost to purchase new technologies is reduced by 2. (SotT)
Cybernetics (req. Stasis Capsules or Antimass Deflectors)
All of your fighters receive +1 on all combat rolls.
Gen Synthesis (req. Cybernetics)
All of your ground forces now receive +1 on all combat rolls during invasion combat. When one of your ground force units is destroyed, roll a die. On a result of 5+ the unit is instead returned to a planet in your home system.
Hyper Metabolism (req. Gen Synthesis)
During each Status Phase you gain 1 additional Command Counter. In addition, before drawing Action Cards, you may discard 1 Action Card from your hand to draw 1 additional card. (SE)
X-89 Bacterial Weapon (req. Transit Diodes or Assault Cannon)
Your dreadnoughts or war sun units may now use this option before bombarding. Immediately destroy all enemy ground units on the planet, then discard all of your action cards.
This here might be problematic? The tech tree seems important enough to go with the rules in the first post, especially since the Shards rulebook didn't include one for some bizarre reason.
Do Emperor @sartori and his loyal @jakobagger know they are up?
Darian: sartori and jakobagger have been active in discussion of their starting moves, so there's no need to worry there. I don't think it's unreasonable to allow some time to assess the situation before setting out.
Lazax forces are set up as follows:
Mecatol Rex: 1 Space Dock
Lodor: 2 Ground Forces, 1 PDS, 1 Dreadnought, 1 Cruiser, 1 Destroyer
Quann: 2 Ground Forces, 1 PDS, 2 Cruisers, 1 Destroyers
Vefut: 1 Ground Force, 1 Destroyer
Mehar Xull: 1 Ground Force
I select the (8) Industry Strategy Card.
Map update this evening, once I get back home. stever777 is up for selecting his Strategy Card, moving clockwise around the map.
Sol and Jol Nar, we reach out our hands to our neighbours in friendship.