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Speaker

CC
Archon Ren 2 3 Nom R I T
d,a 1 SD 2 Ldrs Pds SD GF
Archon Tau 1 1 Nom R I T
Pds SD GF
Tegu'ran 2 0 R
2 1 3 D Cr Dr W Ca Fi
Torkan 0 3 Pds GF
Echo Pit

Lisis 2 2 New Albion 1 1 G

Veknor 2 0 R Starpoint 3 1
The Wails

Arc Prime 4 0 Lazar 1 0


a SD
Wren Terra 2 1 Sakulag 2 1 Winnu 3 4 Y
Nebula
SD 1 s,a,t 1 SD
Vega Minor 1 2 B
1 1 2 1 2
Hope's End 3 0 ST Capha 3 0 § Vega Major 2 1
d,g 2 d 1 1

1 1 1 1
Garbozia 2 1 G Mirage 1 2 § F Primor 2 1 U
Supernova
1 CC
Dal Bootha 0 2 R MR 1 6 Malice 0 3 §
1
Xxehan 1 1 G Perimeter 2 2
Alpha

Centauri 1 2 Quann 2 1
Beta

El'Nath 2 0 B Thibah 1 1 § Gral 1 1 B


Beta

Abyz 3 0 Mellon 0 2 § Arinam 1 2 B


2 1
Fria 2 0 B Zohbat 3 1 B Meer 0 4
1 2
Muaat 4 1 Darien 4 2
Asteriod
s,g,d SD 1 1 2 1 2 g,d,t SD 1
Echo Pit
/dev/null
Bereg 3 1 R
2 1 1 2
Litra Iv 2 3 G
The expanse Ion storm
2
Sumerian 2 2 TG
CC 1 1
Arcturus 1 1
The Gap

Nom R I T S Jord 4 2 Bereg


Pds SD GF d,a,t SD 5
Litra Iv
D Cr Dr W Ca Fi
Pds GF
1
Speaker

Round Yin Baron Sol Muaat Winnu Tzeen De Cr Dr Ws Ca Fi GF SD PDS #


Plane
1 Leadership Assembly Production Trade II Warfare II Tech II x8 x8 x5 x2 x4 ∞ ∞ x3 x6 t

Turn 1 T Arinam/Meer S Assembly T Bereg/litra IV T Abyz/fria T Vega system S Tech Tzeen

Turn 2 R Flip Darien T Hope's End R Jord S Trade T Mirage T Capha markball

Turn 3 S Leadership T HS R Jord Chovesh

Turn 4 orc conquest

Turn 5 kruhland

Turn 6 Peet

Turn 7

Turn 8

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

Tzeen markball Chovesh orc conquest kruhland Peet


Xxcha Winnu Yin Sol Muaat Barony of letnev BONUS
Total 2 3 6 7 5 8 9 6 9 1 9 1 1. Leadership
Unspent ###### ###### ###### ###### ###### ######
Archon Ren 1 2 Winnu 3 4 Darien 4 2 Jord 4 2 Muaat 4 1 Arc Prime 4 0 2. Diplomacy X
Archon Tau 1 1 Vega Minor 1 2 B x Arinam 1 2 x Bereg 3 1 R x Abyz 3 0 x Wren terra 2 1
Vega Major 2 1 x Meer 0 4 x Litra IV 2 3 G x Fria 2 0 B x Hope's End 3 0 x 3. Assembly

4. Production

PLANETES
PLANETES

5. Trade

6. Warfare

7. Techno.

8. Buraucracy X

SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP NOTES

CC
CC

2 3 2 2 3 1 2 5 4 0 3 2 2 3 2 2 3 1
CTION

ACTION
CARDS
ARDS
ACTION

ACTION
CARDS
CARDS
0 1 0 1 0 2 0 2 0 2 2 1

Trade Trade Trade Trade Trade Trade


Agreements Agreements Agreements Agreements Agreements Agreements

TOTAL =
2 1 2 2 1 2 2 1 3 2 1 2
TRADE

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

3
Antimass Antimass Hylar V Antimass Enviro Antimass
Enviro Enviro Automated defence turrets Cybernetics sarween tool Hylar V ACTIVE LAWS
Stasis Capsules Stasis Capsules War sun

TECHNOLOGIES
TECHNOLOGIES

DISCARDED LAWS
Ancient artifact
Humane labour
Trade embargo
Redifining War crimes

Tzeen markball Chovesh orc conquest kruhland Peet


Xxcha Winnu Yin Sol Muaat Barony of letnev

OBJECTIVES
VP

0 0 0 0 0 0
Other
STAGE 1
S STAGE 2 ST
Echo Pit

Jord 4 2
d,a,t SD 5

1 2

Bereg 3 1 R

Litra Iv 2 3 G
TG AC CC (16 max)
#
VP MLT PWR
Tech
x 40 <7 SA FS CP

DISCARDS
De Cr Dr Ws Ca Fi GF SD PDS # # TG AC CC (16 max)
Round 0 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP

Tzeen 0

markball 0

Chovesh 0

orc conquest 0

kruhland 0

Peet 0

Round Xxcha Winnu Yin Sol Muaat Baron

0
Turn 1 Capha at 1,1 Mirage at 1,2 centauri/gril at 1,3 Mellon/Zohbat at 1,4 Thibah at 1,5 Garbozia at 1,6

Turn 2 starpoint Vega Arinam Meer Bereg/litra IV at 2,7 Abyz at 2,9 Hope's End at 2,11

Turn 3 Lazar Nebula at 2,12 Perimeter /dev/null Asteriod at 2,6 Dal Bootha

Turn 4 The wails Primor Quann Sumerian El'nath Lisis/velnor

Turn 5 The Gap Tequ'ran The expanse Supernova at 3,10 Ion storm Echo Pit

Turn 5

Turn 5

Turn 5

Turn 5

Turn 5

Turn 5

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

Round
1
Turn 1

Turn 2

Turn 3

Turn 4

Turn 5

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

De Cr Dr Ws Ca Fi GF SD PDS TG AC CC (16 max)


# #
Round 1 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP

1 2 1 2 4 1 1 3 2 1 3 3 3 17

3 1 2 4 4 1 1 6 2 1 1 5 2 21

1 3 0 7 1 0 5 3 1 2 2 3 17.5

1 1 2 4 4 1 1 3 2 3 3 4 3 19

0 0 1 2 1 6 1 3 4 5 0 2 3 1 2 24.5

0 2 0 2 3 6 1 1 4 2 0 1 4 4 0 20.5

Blue : growing / Red : decreasing


Round
2
Turn 1

Turn 2

Turn 3

Turn 4

Turn 5

Turn 6

Turn 7

Turn 8
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

De Cr Dr Ws Ca Fi GF SD PDS TG AC CC (16 max)


# #
Round 2 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP

Round
3
Turn 1

Turn 2

Turn 3

Turn 4

Turn 5

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

De Cr Dr Ws Ca Fi GF SD PDS TG AC CC
# #
Round 3 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP

Blue : growing / Red : decreasing

Round
4
Round
4
Turn 1

Turn 2

Turn 3

Turn 4

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

De Cr Dr Ws Ca Fi GF SD PDS TG AC CC (16 max)


# #
Round 4 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP

Blue : growing / Red : decreasing

Round
5
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
Turn 7
Turn 8
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

De Cr Dr Ws Ca Fi GF SD PDS TG AC CC
# #
Round 5 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP

Blue : growing / Red : decreasing

Round
6
Turn 1

Turn 2

Turn 3

Turn 4

Turn 5
Turn 6

Turn 7
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

De Cr Dr Ws Ca Fi GF SD PDS TG AC CC (16 max)


# #
Round 6 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP

Blue : growing / Red : decreasing

Round
7
Turn 1

Turn 2

Turn 3

Turn 4

Turn 5

Turn 6

Turn 7
Turn 8

De Cr Dr Ws Ca Fi GF SD PDS # # TG AC CC
Round 7 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
0
0
0
0
0
0

Round
8
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 SD PDS # # TG AC CC (16 max)


Round 8 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
0
0
0
0
0
0
Blue : growing / Red : decreasing

Round 9

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

De Cr Dr Ws Ca Fi GF SD PDS # # TG AC CC
Round 9 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
0
0
0
0
0
0
Blue : growing / Red : decreasing

Round 10

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

De Cr Dr Ws Ca Fi GF SD PDS # # TG AC CC (16 max)


Round 10 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
0
0
0
0
0
0
Blue : growing / Red : decreasing
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.

Hylar V Assault Laser


Cruisers &
Destroyers +1 on
Combat Gravitation Laser Sys
Stasis Capsu
Re-Roll PDS Cruisers &
Miss Dreadnoughts
Deep Space Cannon Carry 1 GF

PDS Units Fire to


Adjacent System +

Antimass Deflectors Cybernetics


War Sun
Move Through Fighters +1 For
May Produce War Asteroid Field Combat
Sun

+
Magen Defense Grid XRD Transporters Gen Synthesis
I
PDS Units at +1 GF +1 Combat,
Carriers +1
and Ground Units Destroyed Roll
Movement
With PDS +1 6+ Saved

Assault Cannon
+ + Neural Motiva
Draw Extra
Dreadnoughts Get Action Card
A Free Shot During Status
Before Combat Light Wave Deflector
Type IV Drive
Move through
+
Magen Defense Grid XRD Transporters Gen Synthesis
I
PDS Units at +1 GF +1 Combat,
Carriers +1
and Ground Units Destroyed Roll
Movement
With PDS +1 6+ Saved

Assault Cannon
+ + Neural Motiva
Draw Extra
Dreadnoughts Get Action Card
A Free Shot During Status
Before Combat Light Wave Deflector
Type IV Drive
Move through Cruisers and
Enemy Space
X-89 Bacterial Weapon Dreadnoughts +1
Movement
Dreadnought/War
Sun May Destroy
All Ground Force
Transit Diodes
Advanced Fighters
Move Up to Four Fighters
Ground Forces
Gravitation Negator Independent, +1
Hit, Move 2
Dreadnoughts
Bombard PDS,
Fighters Invade
Dacxive Animators
Roll for Each GF
Fleet Logistics Lost, 6+
Reinforces
Take Two
Tactical Actions
Enviro Compensator
Space Docks
Produce +1
Stasis Capsules
Cruisers &
Dreadnoughts
Carry 1 GF Sarween Tools
+1 Resource to
Build

Micro Technology
+1 Trade Good
+ for Active
Agreements

Integrated Economy
Place Units in
Adjacent System

Neural Motivator
Draw Extra
Action Card
During Status
+1 Trade Good
+ for Active
Agreements

Integrated Economy
Place Units in
Adjacent System

Neural Motivator
Draw Extra
Action Card
During Status
Unit Cost Mov Hit Max Special

Carrier 3 1 9+ x4 Carry up to 6 units (Fighters, GF or PDS)

Fighter ½ - 9+ ∞
GF ½ - 8+ ∞
Destroyer 1 2 9+ x8 Anti-fighter beam (2D10)

Cruiser 2 2 7+ x8

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

PDS 2 - 6+ x6 Planetary shield / Space Cannon

Space Dock 4 x3 Production (Resource + 2) / 3 Fighters capacity


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.
The Emirates of Hacan
- You do not need to spend a Command Counter to execute the secondary action of the 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) – 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 : - You draw one additional politcal card during the status phase.
- When executing the secondary action of the Diplomacy Strategy you may execute the
The Xxcha Kingdomprimary 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 chose to either play one
from your own hand or reveal the top polical card from the political deck and resolve it.
- 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
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


The Federation of Sol
Trade Agreements: 2, 2
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 :
- You are allowed to skip your action turn during the Action Phase (you may not skip two such
The Yssaril Tribes
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 2 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.
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 :
Foating 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 :
- Before an Invasion Combat in which you are the attacker begins, you may roll 1 die. On a 5+
The Yin Brotherhood
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

The Embers of Muaat


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.
ghters
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.


- Refresh any number of your planet cards with total combined resource and
3. A) If you are not the Speaker, claim the Speaker token. Choose one other player to
influence of 6 or less.
ASSEMBLY play a political card and resolve its agenda.
Cost = 1 CC.
B) Choose one other player to claim the Speaker token. Play a political card from

- 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
TRADE II active player).
- Open trade negotiations. Active player must approve all ne

- 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.
GENERAL GUIDELINES
- Basic rules of Twilight Imperium 3rd Edition and Twilight Imperium 3rd Edition FAQ are used, unless stated otherwise (see House
- The Game Master (GM) maintains the official count of all game variables, including, but not limited to, the game board, units, S
Bonus Counters), Command Counters, Planet Cards, Trade Cards, Trade Goods, Technology Advances, Action Cards, Politica
Public Objectives 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 discrepancies
the GM and ask to correct the mistake. Any problems arising from a player's failure to notice such discrepancies will not be cons
back up a game in 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.
- The secondary ability of the Imperial Strategy Card cannot be used to build Space Docks.
- If a player plays the Strategic Shift Action Card on a certain Strategy Card, no one can later take that Strategy Card as a replacem
Strategic Flexibility Action Card.
- The special ability of the Emirates of Hacan allows them to conclude trade agreements without the active player's approval, but the
approval from the person with whom they're trying to conclude the agreement (i.e., the agreement is not concluded unilaterally).
- On the Imperial Peace Political Card all instances of the word "invade" should be read as performing an invasion of a planet contro
Neutral and friendly landings are not considered to be invasions.
- 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 have be
(attacker or defender) during a single round of combat.
- The Diplomatic Immunity Action Card should read "round" instead of "turn".

RULES TO SAVE TIME


- Unless the holder of "Initiative" explicitly declares it, he will always exercise the Political Secondary. Likewise, he and Hacan both w
exercise the Trade Secondary.
- During voting, if it is apparent to the GM that the outcome is certain, minority voters may be marginalized (forced to abstain) to end
- Any action card that could normally be played as a response to a previous action card, can be played after the previous action has
according to the 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 dela
card will be 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 playe
response 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 do ba
players secondary activation is, this is still possible. If you are after that player in the turn order, submit your conditional activation in
will resolve it in turn order. After resolving them, the GM will post secondary activation results to all players. Note that this does not a
of Warfare or Imperial, these 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 perm
with whom 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 action
- Q: Using Imperial secondary can a spacedock be built if the system already contains a spacedock? No
- Q: Can the extra resource from multiple spacedocks with Sarween Tools be combined to purchase one unit (eg two spacedocks b
Yes
- Q: Are fighters considered "ships" for the purposes of determining legal destination systems for In the Silence of Space? Yes
- Q: For elect two planet cards, does each player elect two planets or does each player vote for one planet and the highest and seco
chosen? 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 results fo
resolved 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 ability
- 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 tracked
there are more then one kind of units being carried
If there are issues about a ruling the gm is willing to discuss them. He will write FFG if there can be no normal resolution and wait fo
In all other cases, GM will use TI3 FAQ as basis for rulings not covered by standard rules and errata.

OPTIONS AND VARIANTS


Sabotage run = Yes
Dip I = No
Trade I = No
Tech I = No
Artifacts = Yes
ST = Yes
Wormhole nexus = Yes
Facilities = No
tactical retreats = Yes
Custodians of MR = Yes
VotC = No
SET = No
Killing a player 1 or 2 points? = 2
Leaders = Yes
Mines = yes
Number of Planets 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 Rd 1
Tzeen 0 Tzeen
markball markball
Chovesh Chovesh
orc conquest orc conquest
kruhland kruhland
Peet Peet

1
1
0.9
0.8
1
0.7
Tzeen
0.6
markball 1
0.5
Chovesh
0.4 orc conquest 1
0.3 kruhland
0.2 Peet 1

Unit Strenght
0.1
0 0
Rd Rd Rd Rd Rd Rd Rd Rd Rd Rd Rd
0 1 2 3 4 5 6 7 8 9 10
0
Victory Points
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
Tzeen
0
markball
Chovesh 0
orc conquest
kruhland 0
Peet

0
10 Colu Colu Colu Col
9 mn mn P mn mn
8 O Q
7
Tzeen
6
markball
5
Chovesh
4 orc conquest
3 kruhland
2 Peet
1
0
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd
10
nght
Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10

1
Tzeen
0 markball
Chovesh
0 orc conquest
kruhland
Peet
0

0
Colu Colu Colu Colu Colu Colu Colu Colu Colu Colu Colu
mn mn P mn mn R mn S mn T mn U mn V mn mn X mn Y
O Q W
Race Username First Name Email Time Zone

Tzeen GMT + 2
Xxcha Øyvind Oyvind.krusedokken@hio.no

Winnu markball Mark

Yin Chovesh GMT + 6

Sol orc conquest

Muaat kruhland

Barony of letnev Peet

GM DarkSlayer Theo tmiltenburg@gmail.com GMT + 2

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