Current Game Map - Round 2 action phase
(max component restrictions: 8 destroyers, 8 cruisers, 4 carriers, 5 dreadnoughts, 2 war suns, 5 PDS, 3 space docks)
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. 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.
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. For this game, we will be using the Shattered Empire expansion with its replacement strategy cards along with the optional rules Custodians, Tactical Retreat, and Racial Techs.
Rules and Utilities
Learn to Play
Google Doc for all tech+component references
Players may post actions in bold using their race's color. Except for conversations between teammates and those initiated by the host, all inter-player conversation must be done in-thread. If you have need for clarifications, feel free to ask in bold darkorange
In order to claim the Imperial Throne of Mecatol Rex, players must accumulate 10 victory points (VP). VP are earned by fulfilling Objective cards: at the start of the game, each player has a hidden Secret Objective that only they may fulfill; over the course of the game, cards will be revealed from the Public Objective line that all players may fulfill. As soon as any player has completed 10 VP worth of Objectives, the game ends immediately, even if another player could have gained more VP later in the round.
General Game Flow
The game is played over a number of 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 unit movement, space combat, invasion of planets, and building of new units, or to play certain action cards. Once everybody has passed their turns in the Action Phase, the Status Phase allows for players to score victory points by claiming objectives and refreshes the board setup for the next round of play.
Strategy Phase + cards
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.
Starting with the player with the lowest-numbered Strategy Card and moving up in number, players take actions sequentially until all players have passed. A "round" is a complete runthrough of all the phases (strategy, action, political agenda, cleanup, etc) while a "turn" is one player's action during the action phase.
Differences from TI3
Generally, there are 3 things you can do during your action turn:
Pass- Signal you are done with the action phase. You can no longer do anything for the rest of that round's action phase except play off of the secondary actions of other players' strategy cards. You cannot pass until after you've played your own strategy card.
Play your Strategy Card- Perform the primary action listed on the top half of your strategy card that you chose during the strategy phase. After you do this, everyone goes around the table opting whether or not to perform the secondary action on the bottom of your strategy card (usually a weaker version of the primary). Choosing to perform a secondary usually costs one command token from your strategic action pool.
Tactical Action- Take a command counter from your tactical pool and place it in a system to "activate" it. Any unit that may legally do so may move into that system (units have to end their movement in the activated system). Combat takes place if any. You may then build units off of one or more of your space docks in the system. Once a system has one of your command tokens on it, you may not activated it again for the rest of the round.
Transaction/trade rules for PbP game
Seriously, read over the first section of the Google doc.
There is no more tech tree. All tech cards have color prerequisites printed in the bottom left. You may only research a tech if you have already researched the number and color of the symbols in the bottom left.
Most unit related techs have been consolidated into separate techs, or "Mark II" versions of units
Mecatol Rex custodians are now "defeated" by simply spending 6 influence. There is no other way to remove them.
First player to land on Mecatol Rex receives 1 VP. Further VP can be gained by controlling Mecatol Rex and choosing a specific strategy card. These VP are separate from objectives and available to everyone.
Political Agenda voting begins as soon as someone takes Mecatol Rex and happens automatically at the end of every round.
Space Docks can only be built by the Construction strategy card.
Secret Objectives are only worth 1 VP each. Each player may draw new objectives with a certain strategy card. Players may have a total of 3 claimed or unclaimed secret objectives at any time, for a possible 3 VP from secret objectives.
Anyone can negotiate and propose transactions at any time. The only restrictions are:
1. The transaction will not actually take place until an eligible time (one of the neighboring party's action turns, the agenda phase)
2. You may only make one transaction per player per "table pass" (from your action turn until it comes back around to your action turn again).
Although holding lots of planets with lots of units and lots of resources helps, ultimately all that matter in the end is victory points. Try to ask yourself "how will this help me score an objective?" with every action you take.
One of the most powerful abilities you can get is an infantry carrying unit faster than 1 movement. This can be upgraded carriers, cruisers, dreadnoughts, or war suns. Also certain action cards let you move faster. Don't forget that the Warfare strategy card primary ability essentially lets you move units twice in a round.