Twilight Imperium Reference Sheet v2.0

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    Leader Rules Every race receives 3 leaders at his or her home planet at the beginning of the game. Leaders must be transported via the normal transport rules, but do not count against unit

    capacities . Leaders may only land on a neutral or hostile planet with at least one ground force. Leaders are captured if invasion of a hostile planet (with a force containing a leader) fails. Leaders are killed if invasion of a neutral planet containing a leader fails. Once dead, leaders cannot return in any way, shape, or form. Leaders can never exist on neutral or enemy planets, or in space alone. Captured leaders belong to players, not ships, planets, systems, or anything else. When a leader is freed or escapes , it is placed on any friendly planet that is not under a

    blockade

    If a ship carrying a Leader is destroyed during a space battle :Roll a die.1-5: Leader dies6-8: Leader escapes9-10: Leader is captured

    If a planet containing a Leader is invaded :Roll a die.1-5: Leader is captured6-9: Leader escapes10: Leader dies

    Other situationsShip carrying a leader is destroyed not by combat : Leader diesLeader is present on a planet that you do not own for any reason other than invasion:

    Leader escapes

    Status phase options for the captor of a Leader:Transfer the leader to any other player Free the leader (the Leaders owner immediately chooses a friendly planet not under

    blockade and places the Leader there)Execute the leader (this causes the leader to die )

    Rescuing a LeaderTo rescue a leader, invade a planet they control successfully . Then, roll a die. On a 9-

    10,choose a leader that player is holding captive and free it. If it belongs to another

    player, you are now that Leaders captor. If it belongs to you, it is freed.

    Leaders only provide effects on the planet/ship/area/fleet that they are in. At no time will leadersaffect units in different hexes. The agent, however, can affect any action card.

    [Type text] [Type text]Leaders

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    Leader Types

    DiplomatDiplomats can postpone a planetary invasion for one round if they are on the planet being

    attacked .Diplomats allow you to move through systems with enemy players if they give you permission

    (applies to the whole fleet).

    GeneralGenerals allow you to re-roll up to 2 dice per round of invasion combat.Generals give -4 to bombardment if they are on the planet being bombarded .Generals give you +1 to combat rolls during invasion combat if you are the defender .

    AdmiralAdmirals allow you to roll one additional die for the ship carrying it (so war suns with admirals

    would always have 4 dice, for example).Dreadnoughts carrying an admiral get +1 movement.When you attack with an admiral, the defender cannot retreat unless they also have an admiral .

    AgentIf an agent is the attacker in an invasion combat, PDS may not fire at the invading ground forces.

    If an agent is part of a successful invasion attack, you may replace any enemy PDS or SpaceDock on that planet with one from your own reinforcements.Any time an action card is played, you may sacrifice (destroy, kill, etc) your agent to cancel it.

    ScientistScientist effects do not stack!When a scientist is on a planet that has a technology specialty, that planet provides a technology

    discount of 2.Scientists allow you to build new space docks for 2 resources if they are on the planet at which

    you are building the space dock .

    Scientists give your PDSs on the same planet +1 on all rolls.A planet with both a PDS and a scientist is protected from war sun bombardment.

    [Type text] [Type text]Leaders

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    [Type text] [Type text]Distant Sun Tokens

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    Note: In addition to the below tech tree, you also have race-specific technologies in your bag. These have costs that you mustpay in addition to the normal cost to purchase a technology. These also have no prerequisite.

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    Flagship Cost, movement, battle, capacity, abilities, and everything else are race specific. Refer to your card that

    looks like this:

    [Type text] [Type text]Turn Reference

    Hylar V Assault Laser +1 to combat rolls and AFBAutomated Defense Turrets +2 to AFB rolls

    +1 AFB dieXRD Transporter +1 Movement

    Deep Space Cannon Adjacent systems now inrangeMagen Defense Grid

    +1 to combat rollsGraviton Laser System

    Hylar V Assault Laser +1to combat rollsAssault Cannon One pre-battle combat dieStasis Capsules Can carry a ground forceType IV Drive +1 Movement

    Blue TechnologyRed TechnologyGreen TechnologyYellow Technology

    (YES I KNOWITS ORANGE)

    Assault CannonOne pre-battle combat die

    Stasis CapsulesCan carry a ground force

    Type IV Drive+1 Movement

    Graviton Negator Bombard planets with PDS

    X-89 Bacterial WeaponBefore bombarding, you candestroy all ground forces on the

    planet by discarding all of your action cards.

    Nano TechnologyMay not be targeted by enemyaction cards

    Pre-battle combat die for AssaultCannon grant a single combat dieregardless of your normal # of dice, and casualties are appliesimmediately as in before battle(with no return fire allowed).

    Magen Defense Grid+1 combat when defending with a PDS

    Gen Synthesis+1 combat during invasionWhen killed, roll a die. 5 or more

    returns the unit to your homesystem

    Dacxive AnimatorsWhen you win an invasion combat, rolla die for every GF killed. For everyroll of 6 or more, place a free GF on

    War SunWar suns can now be built

    X-89 Bacterial WeaponBefore bombarding, you candestroy all ground forces on the planet

    bydiscarding all of your action cards.

    Nano TechnologyMay not be targeted by enemy

    Enviro Compensator +1 production

    Sarween Tools+1 resource when you build units

    Integrated EconomyNew units can go in adjacentempty for friendly systems

    Cybernetics+1 to combat rolls

    Graviton Negator Can participate in invasions

    Advanced Fighters+1 to combat rollsCan move independently

    Technologies that apply to all sh

    Light Wave Deflector Allows you to move through ene

    systemsAntimass Deflectors

    Allows you to move through astefields

    Maneuvering JetsOpponents receive -1 to PDS rol

    against your ships (-2 if the Pin an adjacent system)

    -1 to Space Mine rollsYour ships do not have to stop inStorms

    Gravity DriveNo roll for ships exiting a GravitShips adjacent to a wormhole or

    Gravity Rift have +1 moveme

    Anti-fighter Barrage (AFB)

    At the beginning of a battle, roll two dice for eachdestroyer. For each result equal to or higher thanthat destroyers combat value, the opponent mustimmediately place one fighter unit back into hisreinforcements. It gets no return fire and will not

    participate in the battle.

    Bombardment(used after an invasion is declared but before it starts)

    Roll one combat die for every dreadnought and three for every war sun. For every result equal to or higher thanthe units combat value, an enemy ground is r emoved and

    placed back into that players reinforcements. No returnfire is allowed and they will not participate in the battle.You may also raze planets with ships able to bombard.This lets you remove one domain counter per bombardingunit without resolving its effect.

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    Note: Game setup happens as directed by a knowledgeable player prior to the gamebeginning.

    Note 2: This is simply an elaborated form of what appears on your race sheet.

    1. Strategy Phasea. Players choose strategy cards starting with the Speaker and proceeding clockwise.

    b. For 3-4 players, two rounds of selection will occurr, and each player will get 2strategy cards. For more players, one round of selection will occurr and each

    player will get 1 strategy card.c. Any unused strategy cards receive a bonus counter, which grants a trade good or a

    command counter when selected (per bonus counter).2. Action Phase

    a. Strategic Actioni. Execute the primary ability of one of your strategy cards.ii.Other players may execute the secondary ability of that strategy card

    (some cards allow you to execute both or otherwise affect this).

    iii.Place your strategy card on the Inactive side. b. Tactical Action

    i. Activate a system1. Place a command counter from your command pool onto a system.

    You may not activate the same system twice in the same gameround.

    ii.Move ships into the system1. Move as many ships as you like into the system, being careful to

    adhere to the following.a. Each ship must be within movement range.

    b. Each ship must not be in a system previously activated byyou.

    c. Each ship must not be required to move through an enemysystem to reach its destination.

    2. Any ship that can carry them may pick up ground forces and PDSunits at any stage during the movement step. These may not bedropped off except in the Planetary Landing step.

    3. If you removed the last ground unit on any planet you control, place a control marker (flat flag piece) on that planet to indicateyou still control it.

    iii.PDS fire1. Any enemy PDS units in range may now fire at your fleet in the

    activated system.

    2. The enemy player rolls the number of dice allowed for his PDS.3. For every hit, you must remove a casualty from your fleet

    immediately.4. If any of your PDS units are in range of enemy ships in the

    activated system, you may now fire your PDS at the enemy shipsin the same fashion.

    iv.Space Battle1. Announce withdrawals/retreats

    [Type text] [Type text]Turn Reference

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    a. The attacker may choose to withdraw. To do this, theremust be a system adjacent to the one in which the space

    battle is occurring that has been activated by that player (this requirement may be met somehow mid-combatafter retreats are announced ).

    b. If the attackers does not choose to withdraw, the defender may choose to withdraw via the same rules.

    If playing with the sabotage run option, a sabotage run now occurrs.Commit fighters: split your fighters into a group for each enemy

    war sun.Roll (attacker first, if both players are sabotaging)

    Roll a number of dice equal to the number of fightersattacking.

    On a natural value of 9-10, the ship makes it through theouter defenses.

    On any other value, the fighter is destroyed.Roll (attacker first, if both players are sabotaging)

    One fighter at a time , roll a die.On a natural value of 10, the war sun is destroyed and all

    fighters in this group who have not yet rolled are placed back in space and will participate in combat.

    On any other value, the fighter is destroyed.2. Roll combat dice

    a. For each unit, roll the number of dice allowed (the number after the x; for example, war suns roll dice [3 x3 ] and onlyneeds a 3 to hit [ 3x3]).

    b. Each player keeps track of the number of hits he gets as thisstip is supposed to happen simultaneously for both players.

    3. Remove casualtiesa. Each player simultaneously removes casualties.

    b. To do this, choose a number of units (or you may damage aunit with sustain damage for each casualty; a secondcasualty to that ship in the same game round will destroyit).

    c. These units are all removed, and the selected ships with sustain damage are damaged.

    4. Execute withdrawals/retreatsa. If either player no longer has any units in the system, the

    retreat is cancelled . b. The retreating player moves his fleet to an adjacent

    activated ( by that player ) system.

    [Type text] [Type text]Turn Reference

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    5. Check for battle enda. If either player has no ships remaining, the battle is over.

    b. If either player has ships remaining after retreats, another round of space combat occurrs, starting with the announcewithdrawals/retreats step.

    v.Planetary Landings1. If the attacker was successful, he now chooses which ground

    forces will land on the planet and participate in invasion combat.vi.Invasion Combat

    1. Bombardment2. PDS Fire (as previously described as step iii of a Tactical Action)3. Invasion combat proceeds as steps 2-3 and 5 of Space combat

    (exactly like space combat, only no retreats or withdrawals areallowed and only ground forces will be fighting).

    4. Space docks and PDS units do not count as units (they cannot bedestroyed as a casualty).

    5. If the invasion was successful (all defending ground forces weredestroyed), all defending PDS units and space docks are destroyedand the attacker claims the planet card from the defender exhausted . If the planet was neutral, take it from the planet carddeck. It starts out exhausted .

    vii.Produce Units1. You may now build units in the activated system, with three

    exceptions. 1) You may not build a space dock in the systemunless you have controlled it the entire round (and it has a planet to

    put the space dock on), 2) you may not build units at a space dock that was built this round, and 3) you may not build space unitswhen enemy ships are present in the system (your space dock isconsidered to be blockaded), but you may build ground units .As such, it will take 2 rounds after capturing a planet before itcan produce resources.

    2. The build limit for a space dock is equal to the number of resources the planet provides plus 2. You may not build moreunits than this (ground forces and fighters both count as 2 units).As such, a planet with 3 resources can produce 5 fighters, but maynot produce 6.

    3. To build units, pay the cost by exhausting unexhausted planets for their resources, or you may pay trade goods (1 trade good = 1resource).

    4. Place the new units in their appropriate places (ground forces andPDS units on the planet, ships in space).

    [Type text] [Type text]Turn Reference

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    c. Transfer Actioni. Activate two adjacent systems with no enemy pieces whatsoever , one

    from your command pool and one from your reinforcements.ii.Move ships between the two systems freely, adhering to fleet supply.iii.PDS Fire (if enemy PDS units are in range)iv.Planetary Landings

    1. You may only land on friendly planets, not enemy or neutral planets.

    v.Production1. You may now produce units in one system of your choice (out of

    the two just activated). This proceeds as per step vii of a TacticalAction.

    d. Action Card Actioni. Certain action cards say Play as an action. These use one action phase

    turn.e. Pass

    i. Once you pass, you may not choose to use actions later this game round.3. Status Phase

    a. Qualify for objectivesi. In play order (starting with the speaker and proceeding clockwise), each

    player may qualify for one public objective and/or his secret objective. Todo this, he proves his claim is valid and places a control marker on thatobjective, then moves his victory point marker up the appropriate amount.You may not qualify for objectives if you do not control all the planetsin your home system.

    ii.Repair Damaged ships1. Any ships that sustained a damage are repaired

    iii.Remove command counters1. All command counters are removed from the board, but not from

    your race sheet. Place them in your reinforcements .iv.Refresh planet cards

    1. Place all your planet cards on the planet side (the side with the planets name and resource/influence values).

    v.Receive 1 action card and 2 command counters1. You may place the command counters in any of the 3 areas on

    your race sheet.vi.Redistribute command areas

    1. You may redistribute command counters in your 3 command areasas you like only during this step .

    vii.Return strategy cards1. All strategy cards are returned to the public supply, and the next

    game round begins with choosing strategy cards.2.

    [Type text] [Type text]Turn Reference

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    Special Systems

    Asteroid field Ships may not move through asteroid fields unless they possess the Antimass Deflectors technology. Even with the technology, you can never end your movement in an asteroid field.

    Nebula Nebulas give +1 to combat rolls for fleets defending it. Ships can

    never move through a nebula, but may move into and out of a nebula ( but not during the sametactical action ). A ship leaving a nebula always has a movement of 1 .

    Supernova You may not move into, out of, or through a supernova. Anyships somehow evading this rule are immediately destroyed upon touching the supernova, unlessthey are the Embers of Muuat race .

    Ion Storm - Ships can never move through a nebula, but may move into andout of a nebula ( but not during the same tactical action ). PDS units can never fire at unitsinside an Ion Storm. Fighters may not roll combat dice inside an Ion Storm, but they may betaken as casualties. Unlike nebulas, ships leaving an Ion Storm do not inherently have amovement of 1.

    Gravity Rift Ships may move into, out of, or through gravity rifts. Whenleaving a gravity rift, roll a die for each ship. For each 1-5 rolled, that ship is destroyed. Groundforces or fighters are destroyed when the carrier carrying them is destroyed.

    [Type text] [Type text]Special Systems

    Note on setup: during setup, and possibly other times, special systemsmay not be placed adjacent to one another unless you have no otheroption. In addition, if you played a special system one round, you

    must, if able, place a regular or empty system next round.

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    Strategy Cards

    1 Initiative

    Special Immediately take the speaker token when you choose this strategy card.You do not have to pay command counters from your strategy allocation area to execute thesecondary abilities of action cards this game round. You may not select this action card twogame rounds in a row.

    2 DiplomacyPrimary Ability

    Choose an opponent. You may not attack him and he may not attack you.Secondary Ability

    Refresh up to two of your exhausted (non-home system) planets

    3 PoliticalPrimary Ability

    Draw 3 action cards and receive one command counter. Draw the top cardof the political deck and resolve its agenda (the galactic council). After that, look at the top 3cards of the political deck. Place one on top (face down) and the other two on the bottom.

    Secondary AbilityDraw one action card

    4 LogisticsPrimary Ability

    Receive 4 command counters.Secondary Ability

    This ability does not require you to spend a command counter fromyour strategy allocation area. Receive 1 command counter for every 3 influence you spend.

    5 TradePrimary Ability

    Either a) Receive 3 trade goods, then receive trade goods from your tradeagreements, then open trade negotiations, or b) Cancel all trade agreements.

    Secondary AbilityReceive trade goods for your trade agreements.

    [Type text] [Type text]Strategy Cards

    Note: Primary abilities are executed by the person who chose thecard and secondary abilities are executed by everyone else. Allsecondary abilities except #4 (Logistics) require you to spend acommand counter from your strategy allocation area to execute it.

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    6 WarfarePrimary Ability

    Move 1 command counter from an activated system to your command pool.

    Secondary AbilityMove 1-2 of your Destroyers and/or Cruisers to an adjacent non-home

    system. Then activate each system from your reinforcements .

    7 TechnologyPrimary Ability

    Receive one free technology for which you meet the prerequisites.Secondary Ability

    Spend 8 resources (+/- any effects) to receive one technology for whichyou meet the prerequisites.

    8 ImperialPrimary Ability

    Draw the top card of the objective deck and place it face-up in the publicobjective area. Then receive 2 victory points.

    Secondary AbilityYou may build units in one of your systems, at one or more space docks in

    that system. Building units in this way does not activate the system, and you may build units thisway in an already-activated system.

    8 Imperial IIPrimary Ability

    Either a) You may qualify for any number of public objectives during thenext status phase. You gain 1 victory point if you control Mecatol Rex.

    Secondary AbilityYou may build units in one of your systems, at one or more space docks in

    that system. Building units in this way does not activate the system, and you may build units thisway in an already-activated system.

    [Type text] [Type text]Strategy Cards

    Note: Only Imperial or Imperial II will be used in a single game, never both. Youmay need to ask which one we are using for this specific game. The secondaryabilities of the two are identical.

    Note: The expansions provide several different options for strategy cards. I haveincluded the ones here that we are most likely to use, which are the originals along withImperial II. Certain cards may be replaced, or they may all be replaced. Check withwho youre playing with to determine what exact cards youre using and only use thisstrategy card reference guide if it applies to the cards youre using in this game.

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    Miscellaneous Rules You may never have more than 7 action cards at a time. If at any point you do, discard

    the extras (you should draw action cards one at a time for this reason). No 2 identical action cards can be used per situation per round. Dreadnoughts may not bombard planets with a PDS, but war suns can. Fighters and ground forces do not count against fleet supply. ALWAYS ALWAYS ALWAYS PAY ATTENTION TO YOUR RACIAL

    ABILITIES!!!

    Galactic CouncilEach player receives one vote for each influence on each unexhausted planet he currentlyhas. From there, votes are cast starting with the speaker and proceeding clockwise, votes arecast (bribes are applicable but not binding unless a promisory note is used). Depending onthe agenda, you may be voting for or against, or you may be voting for a player or system.The option receiving the most votes wins (the speaker breaks ties) and the agenda is resolvedas such.

    Technology SpecialtiesEach planet may have 1 or more technology specialties. When purchasing technologies of that color, the cost is reduced by 1 for each technology specialty on each unexhausted planetyou control. For example, if 1 planet has 2 red technology specialties and 1 other planet hasa red technology specialty, I can purchase a red technology for 8-3= 5, providing neither

    planet is exhausted.

    Green Red Blue Yellow

    For the purposes of objective cards that say each technology speciality or all 3 technology

    specialties, yellow does not count because it is an expansion specialty. As such, yellowspecialties are also very rare.

    ExpansionsThe following logos are included on expansions cards (some, but very few, expansion cardsreplace base cards, so that does not mean that the card inherently did not exist in the basegame). The logo is usually located in a corner and is very tiny. I have listed the expansionshere in order (Shattered Empire came first, then Shards of the Throne).

    Shattered Empire Shards of the Throne

    What goes in what bag?Color bag: plastic ships, technology deck ( except racial technologies ), promissory notes,unit reference card

    Race bag: trade agreements, leaders, racial technologies, control markers, commandcounters, your home planet(s) card(s), flagship card, representative cards

    [Type text] [Type text]Miscellaneous Rules

    Promisory Notes

    E hatteredmpire

    T Shardsf thehrone

    GF Ground

    orces

    T Shock rooper

    DS lanetary

    Defenseystem

    GC Galactic

    ouncil

    C oliticalard

    AC Action

    ard

    OC Objective

    ard

    OC ecret OC

    OC

    reliminaryOC

    Representative

    PN Promissory NoteTG Trade Good

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    Expansion Options

    The two expansions provide a lot of different options for expanding/extending play. I have notlisted all of them here. I have listed the ones that we are most likely to play with and the most

    popular.

    Artifacts and Special Objective CardsWith this option, the 4 special objective cards related to artifacts are used. During setup, each

    player chooses a planet. That planet receives a face-down artifact. When you first control a planet containing an artifact, flip the artifact over (do not flip the artifact over if it has already been flipped this game). If it is a dummy artifact, discard it. If it is a colored artifact,immediately take the special objective card of that artifact and gain 1 victory point. If you ever lose control of this planet, you also lose the artifact, victory point, and special objective card.Once revealed, artifacts remain face-up for the rest of the game.

    Preliminary ObjectivesInstead of receiving a secret objective during setup, you will receive a preliminary objective.These function the same as secret objectives with 2 exceptions: 1) They are easier to complete.2) Once completed, you draw a secret objective and may complete it via the normal rules.

    Space MinesDuring the production step of a system containing friendly cruiser, you may produce a spacemine for 2 resources. If no tokens are available, you may not produce space mines. When you

    produce a space mine, place a space mine token on the system. You may never produce morethan 1 space mine during a single activation. If a player ends their movement in a systemcontaining space mines (you may move through systems with space mines with no effect), hemust roll 1 die individually ( after the Fire PDS step ) for each non-fighter ship entering thesystem ( you must announce which ship you are rolling for each time ). On a 9-10, the ship ishit (it is destroyed if it does not have sustain damage ). You only roll for space mines once, evenif there are multiple space mines in the system. After you roll for space mines, choose anddiscard one space mine in the system. You can be hit by your own space mines. They are notowned.

    Shock Troopers If a ground force rolls a 10 in battle, it becomes a shock trooper at the end of the combat round.If no shock trooper tokens are left, you may not upgrade GFs to STs. Shock troopers have a

    battle value of 5. If shock troopers successfully invade a system, you may capture enemy SpaceDocks and PDSs for no cost. Replace any space dock or PDS units with the same units fromyour reinforcements. Shock troopers must always be taken as casualties first duringInvasion Combat only. Shock troopers must always be present with a friendly plastic groundforce. It becomes a regular plastic GF if this is violated. STs are GFs for all other reasons.There are also other ways to acquire shock troops (action cards, etc).Tactical Retreat

    [Type text] [Type text]Expansion Options

    Left to right: back of artifact token, greenartifact, dummyartifact

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    You may activate a system with a command counter from your strategy allocation area to retreatyour forces instead of having to retreat to a previously-activated system.

    Facilities Facilities may be built on any non-home planet for a cost of 1 following the same building rules.Building a facility on a planet exhausts that planet if it was not already exhausted.Facilities cannot be built on Trade Stations. Colony facilities increase the influence value of a

    planet by 1, while Refinery facilities increase the resource value of a planet by 1. If a player successfully invades a planet with a facility, the facility is destroyed unless an Agent or Shock Trooper was part of the invasion, in which case it can be captured as if it were a space dock.Each planet can only have 1 facility at a time. If there are no more facility cards left of a

    particular type, you may not build one. Never exhaust facility cards. Instead, when youexhaust a planet with a facility, the planet is treated as if the relevant number on the planet card(influence for colonies or resources for refineries) were one higher. This is verbatim from therulebook.

    Refresh Abilities (not optional)During the status phase, you may exhaust a planet that has a refresh ability. You do not gainresources or influence for doing so. When you do this, the refresh ability is activated.

    Trade Stations (not optional ) No distant sun tokens are placed on trade stations. Trade Stations have refresh abilites. Whenyou move into a system containing a trade station, place a control marker in the indicated space.Trade Stations are space objects and, as such, you may not have ground forces of any kind, PDSunits, or space docks located on them. Trade Stations may not be invaded, either. To capture aTrade Station, you need only be the only player in the system containing the trade station. Youthen replace that players control marker with your own and take the card from him. CapturingTrade Stations does not break trade agreements . For all other purposes, Trade Stations areconsidered planets. Note, though, that using cards like Peaceful Annexation (which gives youcontrol of a planet) has no effect on a Trade Station in a system which contains only enemyunits, though you may use it on a trade station.

    MercenariesMercenaries require that the Trade III strategy card be used.

    To hire mercenaries, you must execute the primary ability of the Trade III strategy card. Whenyou do, two things happen. First, anybody who has mercenaries must pay 1 trade good for eachmercenary he controls or discard that mercenary. Second, you draw two mercenary cards.

    Choose one to keep and place the other one on the bottom of the deck. Take the correspondingmercenary token and place it ground side up on any planet you control. Mercenaries may notclaim planets because they are not considered GFs. If mercenaries are alone on a planet, that

    planet is considered neutral.

    Mercenaries may move from ground to space during a tacitcal or transfer action. When amercenary is in space, it counts against your fleet supply and may not be carried by other ships.

    [Type text] [Type text]Expansion Options

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    Mercenary abilities that apply during battle may only be used if the mercenary is participatingin battle. Mercenaries may never transport or carry leaders.

    Mercenaries have Evasion. When a mercenary is assigned a hit, roll a die. On a roll of X or higher (as indicated on the mercenary card), the mercenary is not destroyed by the hit.Otherwise, it is destroyed. You may only assign one hit to each mercenary per combat roundunless you have no other plastic units participating in the battle. All other friendly ships must beassigned a hit before a mercenary can take a second hit. In the case of a unit with sustaindamage , that unit must be assigned two hits before a mercenary can take a second hit. If a

    player has multiple Mercenaries participating in the same battle, he must evenly assign excesshits between all Mercenaries. After he has assigned hits to all other friendly ships in the battle,all remaining hits must be assigned to Mercenaries. Players may roll Evasion checks for multiplehits on Mercenaries during a battle. If a Mercenary is destroyed, that Mercenarys token and cardare removed from the game. (This is a quote from the ST rulebook)

    Political IntrigueTo play with this option, you must use the Political II or Assembly II strategy card. In addition,

    the game starts with 2 faceup political cards ( not per person). This option adds your 3representative cards and your five promissory note cards. Pictures of these are located in theMiscellaneous Rules section. Representatives represent your race in the Galactic Council, while

    promissory notes create binding contracts (previously, agreements were non-binding in allcases).

    When a player executes the primary ability of Political II , he must choose a political card andthen follow the steps below:

    1) Choose Representatives Each player secretly chooses a representative to send to theGC and places that card facedown in front of him.

    2) Resolve Spies Starting with the speaker and going clockwise, each player who chose aspy representative reveals it and resolves its ability. After spies are all resolved, all otherrepresentatives are revealed .

    3) Resolve Bargaining and Promissory Notes Players try to convince and bribe each other using trade goods and/or promissory notes. Only promissory notes are binding.

    4) Resolve Voting and Outcome Players now vote on the agenda. Voting in the GC isresolved as normal from here with two exceptions: players add their representatives

    bonus votes (or votes granted by representative abilities) to their votes and players whodid not send a representative to the GC (or whose Representative was killed) do not vote.

    5) Draw New Political Card The player who played the primary ability of Political IIdraws a new PC to replace the one chosen during the council.

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  • 8/3/2019 Twilight Imperium Reference Sheet v2.0

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    When a player executes the primary ability of Assembly II , he draws 2 PCs and follows thesesteps:

    1) Choose a player. That player must resolve a PC from his hand in the GC.2) Give the Speaker Token to another player You choose who gets the token.

    The remaining steps work the same way as the Political II steps indicated on theprevious page.

    3) Choose Representatives4) Resolve Spies5) Resolve Bargaining6) Resolve Voting and Outcome

    Types of RepresentativesSpies : Spies can assassinate other representatives.Bodyguards : Bodyguards cannot be assassinated and some have special effects that

    resolve when targeted by a spy.

    Councilors : These have more bonus votes, but are more susceptible to certain cards andabilities.

    All representatives have unique abilities, some of which can affect other representatives. Onesuch ability is assassinate, which is described under the Political II section above. Whenrepresentatives are killed, they are permanently removed from the game.

    Promissory NotesEach player may only offer one PN per PC . If a player accepts a PN, he is bound to vote

    as was agreed upon. A player may not reveal his PN to players not involved in the agreement.Each PN has a binding favor that the player who offered the PN must fulfill. The PN does nothave to be fulfilled until the receiving player plays it. As such, players may have more than 1PN and collect on them when he wants.

    To offer a PN, the player offers the PN facedown to another player and asks him to vote aspecific way for this PC. The player receiving the PN looks at it and either agrees to theagreement or refuses and returns the PN. You may make additional agreements (includinggiving TGs) along with PNs, but only PNs are binding.

    Mechanized Units Units Available: 4Cost: 2Battle: 6(x2)

    Capacity Used: 1 Sustain DamageThe rules for mechanized units are the same as for GFs. Mechanized units count as GFs inregards to controlling planets. Mechanized units may not make use of technology cards or ACsthat specifically refer to GFs.

    [Type text] [Type text]Expansion Options