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twilight_imperium.rst

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Twilight Imperium

Time:12+ h
# Players:3-6 (3-8 with Extension)
Style:strategic wargame

Table of Contents:

Secret Objective
can only have a maximum of three along with the scored ones (discard new ones)
Action Cards
have a maximum of 7
Fleet Limit
the command tokens on your Fleet (command sheet) determine the number of ships that can be in one system (- infantry and fighter)
Fighter
cannot remain in one system on its own, need a ship with capacity or are destroyed
Space ports
cannot produce ships when enemy ships are in system but can still produce ground forces
Transactions
a player can make one transaction per turn with each of his neighbors (player in an adjacent system)
transactions are binding and refer to immediate trading of commodities, promisary notes or trade goods
Commodities
can only be used for trading and are transformed to trade goods by trading
Strategy phase
speaker chooses first strategy card, rest in clockwise order
Action phase
each player does one action per round, order is determined by strategy card numbers (initiative order)
Status Phase
players can resolve one public and one secret objective each
public objectives are resolved in order of initiative (value on strategy cards)
game ends if no objective can be revealed, player with most vistory points wins
Agenda Phase
players draw and resolve new agenda
speaker votes last, rest votes counterclockwise, starting with the player left to the speaker
Tactical Action
activate a system (all action will happen related to that system)
movement (move ships into the activated system from whatever system but without picking up infantry/fighters or pausing ships on the way)
space battles
invasion (bombardment and ground combat)
production
Pass
once both Strategy Cards have been used a player can pass on his turn
Order
Start of Combat
Space Cannon
Anti-Fighter Barrage
Declare Retreat
Start of Combat Round
assign hits
End of Combat Round
Retreat
repeat from Declare Retreat until all ships of one player are destroyed
Bombardement
Ground Combat
Space Cannon
Start Ground Combat Round
assign hits
End Ground Combat Round
repeat Start Ground Combat until all infantry of one player are wiped out
Space Cannon
hits once at start of fight
can be used to attack neighboring systems after upgrade (also defend other players or defend your own ships) |
Retreat
declare at the beginning of a combat round after PDS and anti-fighter barrage
move all surviving ships at the end of the combat round to a system with an own ship or own planet, no enemy
Assigning Hits
all rolled hits are assigned (in parallel)
Sustain Damage
damages a ship for one damage (flip it), second damage destroys it
Bombardement
only on non-cultural planets
square tokens that can only be placed in the spaces in the clearings
cannot bombard cultural planet
Planet Shield prevents that
The Ghosts of Creuss
high mobility, slow start (only one carrier), very vulnerable because of double way wormholes