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Twilight Imperium Game Strategy Guide

This document appears to be a summary of a game played between 6 players - Tzeen, markball, Player 3, Player 4, Player 5, and Player 6. It tracks resources and scores over multiple rounds of play. Tzeen currently has the most victory points with 8, while markball, Player 3, Player 4, and Player 6 have 0 points each. The empty systems on the board and player stats suggest this is a game of Twilight Imperium.

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0% found this document useful (0 votes)
18 views31 pages

Twilight Imperium Game Strategy Guide

This document appears to be a summary of a game played between 6 players - Tzeen, markball, Player 3, Player 4, Player 5, and Player 6. It tracks resources and scores over multiple rounds of play. Tzeen currently has the most victory points with 8, while markball, Player 3, Player 4, and Player 6 have 0 points each. The empty systems on the board and player stats suggest this is a game of Twilight Imperium.

Uploaded by

api-3740051
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLS, PDF, TXT or read online on Scribd

Speaker

CC
Archon Ren 2 3 Nom R I T
Pds SD GF
Archon Tau 1 1 Nom R I T
Pds SD GF

D Cr Dr W Ca Fi
Pds GF

Winnu 3 4 Y

CC
MR 1 6 Malice 0 3
2

Alpha

Beta

CC

Empty syst

CC

Nom R I T
Pds SD GF

D Cr Dr W Ca Fi
Pds GF
Round De Cr Dr Ws Ca Fi GF SD PDS #
Plane
0 x8 x8 x5 x2 x4 ∞ ∞ x3 x6 t

Turn 1 Tzeen

Turn 2 markball

Turn 3 Player 3

Turn 4 Player 4

Turn 5 Player 5

Turn 6 Player 6

Turn 7

Turn 8

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

Tzeen markball Player 3 Player 4 Player 5 Player 6


Xxcha Winnu Player 3 Player 4 Player 5 Player 6 BONUS
Total 0 0 0 0 0 0 0 0 0 0 0 0 1. Initiative
Unspent ###### ###### ###### ###### ###### ######
2. Diplomacy

3. Political

4. Logistics

PLANETES
PLANETES

5. Trade

6. Warfare

7. Techno.

8. Imperial

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

CC
CC
CTION

ACTION
CARDS
ARDS
ACTION

ACTION
CARDS
CARDS
Trade Trade Trade Trade Trade Trade
Agreements Agreements Agreements Agreements Agreements Agreements

TOTAL =
TRADE

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

0
ACTIVE LAWS

TECHNOLOGIES
TECHNOLOGIES

DISCARDED LAWS

Tzeen markball Player 3 Player 4 Player 5 Player 6


Xxcha Winnu Player 3 Player 4 Player 5 Player 6

OBJECTIVES
VP

0 0 0 0 8 0
Other
STAGE 1
S STAGE 2 ST
Empty system
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

Player 3 0

Player 4 0

Player 5 0

Player 6 0

Round
0
Turn 1

Turn 2

Turn 3

Turn 4

Turn 5

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

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

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

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

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

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

Axlegeek 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

Stormshadow 0

Grunk 0

Sitko 0

BetaMale 0

Chovesh 0

Axlegeek 0

Round BetaMale Axlegeek Stormshadow Chovesh Grunk Sitko


3 Imperial Initiative Diplomacy Logistics Trade Tech

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

Stormshadow 0

Grunk 0

Sitko 0

BetaMale 0

Chovesh 0

Axlegeek 0

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

Stormshadow 0

Grunk 0

Sitko 0

BetaMale 0

Chovesh 0

Axlegeek 0

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

Stormshadow 0

Grunk 0

Sitko 0

BetaMale 0

Chovesh 0

Axlegeek 0

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

Stormshadow 0

Grunk 0

Sitko 0

BetaMale 0

Chovesh 0

Axlegeek 0

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
Stormshadow 0
Grunk 0
Sitko 0
BetaMale 0
Chovesh 0
Axlegeek 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
Stormshadow 0
Grunk 0
Sitko 0
BetaMale 0
Chovesh 0
Axlegeek 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
Stormshadow 0
Grunk 0
Sitko 0
BetaMale 0
Chovesh 0
Axlegeek 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
Stormshadow 0
Grunk 0
Sitko 0
BetaMale 0
Chovesh 0
Axlegeek 0
Blue : growing / Red : decreasing
Hylar V Assault Laser
Cruisers &
Destroyers +1 on
Combat Gravitation Laser Sys
Stasis Capsules
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
Inte
PDS Units at +1 GF +1 Combat,
Carriers +1
and Ground Units Destroyed Roll
Movement
With PDS +1 6+ Saved A
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
Inte
PDS Units at +1 GF +1 Combat,
Carriers +1
and Ground Units Destroyed Roll
Movement
With PDS +1 6+ Saved A

Assault Cannon
+ + Neural Motivator
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

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.
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
+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
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) – 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
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) – Arretze (2r/0i), Hercant (1r/1i) and Kamdorn (0r/1i)
Starting Units – 4 ground forces, 2 carriers, 1 cruiser, 2 fighters, 1 space dock
Trade Agreements: 3, 3
Starting Tech – Enviro Compensator, Sarween Tools

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) – 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 SolSpecial 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) – 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
Special Abilities
Starting Tech :
– Antimass Deflectors, Enviro Compensator
- The initiative number on your chosen Strategy card is always considered to be zero (this
Trade Agreements: 2, 1
means you’re always first in the order of play).
The Naalu Collective- 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) – 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
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.
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
primary action instead.
Xxcha Kingdom - 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.
ghters

Tools
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 = Exhaust 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 - techspecialties.

- 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 VP the system).
Cost = 1 CC.
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
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
Player 3 Player 3
Player 4 Player 4
Player 5 Player 5
Player 6 Player 6

1
1
0.9
0.8
1
0.7
Tzeen
0.6
markball 1
0.5
Player 3
0.4 Player 4 1
0.3 Player 5
0.2 Player 6 1

Unit Strenght
0.1
0 0
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd
10
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
Player 3 0
Player 4
Player 5 0
Player 6

0
10 Colu Colu Colu Co
9 mn O mn P mn Q mn
8
7
Tzeen
6
markball
5
Player 3
4 Player 4
3 Player 5
2 Player 6
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
Player 3
0 Player 4
Player 5
Player 6
0

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

Tzeen GMT + 2
Xxcha Øyvind [Link]@[Link]

Winnu markball Mark

Player 3 Player 3

Player 4 Player 4

Player 5 Player 5

Player 6 Player 6

GM DarkSlayer Theo tmiltenburg@[Link] GMT + 2

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