Close Quarters
A TWILIGHT IMPERIUM 3rd EDITION (Shattered Empire) PBF

:: Main ::

:: Map ::

:: Summary ::

:: Politics ::

:: Strategies ::

:: Technology ::

:: Discards ::

:: Rules ::

:: Rules ::

 

GENERAL GUIDELINES

1. Basic rules of Twilight Imperium 3rd Edition, Twilight Imperium: Shattered Empire, and Twilight Imperium 3rd Edition FAQ (v. 2.1) are used, unless stated otherwise (see Optional Rules and House Rules below).

2. The Game Master Overlord (GMO) maintains the official count of all game variables.

3. All players are encouraged to regularly check all publicly accessible information pertaining to the game. In case of discrepancies players should contact the GMO and ask to correct the mistake. Any problems arising from a player's failure to notice such discrepancies will not be considered a valid reason to back up a game in case of irreversible negative consequences for the player(s) involved.

4. Turn requirements:

  • Players are required to make their moves within 24 hours of their turn coming up.

  • If the time elapsed is between 24 and 48 hours, the player will receive one warning.
  • If the time elapsed is between 48 and 72 hours, the player will receive a second warning.
  • If the time elapsed is over 72 hours or when a player receives his fourth warning, the player will be replaced.

  • Of course, if notification (say, of vacation) is given in advance, all will be well.

  • If a player will be away for a long stretch of time, it would be well for said player to find a deputy for the time he is gone.

5. The GMO has final say on all issues.  He is, after all, the Game Master Overlord.

 

OPTIONAL RULES

The following options will be used: Homeworlds, Age of Empire, variant Strategy Cards, variant Objectives, race-specific Technologies, Shock Troops, Space Mines, tactical retreats.

For details on these, see the appropriate sections of the rulebooks.  Some of these have been altered, as noted below.

 

HOUSE RULES

1. Certain aspects of initial setup will be chosen via a bidding process.  These items are: race, starting location, and Speaker.

  • Each player will receive 5 points with which to bid, allocating some or all of a mix of these points to each of the three items mentioned above.

  • Whichever player bids the most points for race or starting location will receive his choice of these items; whichever player bids second-highest will receive his choice next; and so on.

  • If there is a tie between the bids and choices of two or more players, the tie will be broken by die roll.

  • Any points not allocated to the three categories (or any points spent by losing bidders on the Speaker) will be converted into Trade Goods.

2. Bonus tokens may be converted into 1 Command Counter or 2 Trade Goods.

3. Political II will be used for this game.  Note: You may not select Political II in consecutive rounds.  There are no hands of Political Cards.  (See Strategies page for more information.)

4. Trade Agreements are not automatically broken when a player activates an opponent's system.  The defender has the choice of whether to break the agreement or not.

5. When selecting the Warfare Strategy Card, the player selecting has the option of choosing either Warfare I or Warfare II.  The secondary of these cards has been altered slightly, as has the primary of Warfare I. (See Strategies page for more information.)

6. Race-specific technologies will be acquired once a player's Victory Point total is equivalent to the resource cost of the technology.  These technologies may also be purchased normally.

7. Winnu's racial tech is changed from "as an action" to "at any time".

8. All Objectives will be claimed simultaneously in the Status Phase, with the exception of objectives claimed by using Bureaucracy.  If two players reach 10 points in the same Status Phase, whichever player scores more points will win.  In the event of a tie, all players will vote for the winner, using their total influence for their votes; the player with the most votes will win.

9. All Sabotage AC have been removed from the deck.

 

VARIANTS

Age of Empire (with Bureaucracy II)

  • At the beginning of the game, all Public Objectives are laid out in a line.  All but the first receive "Red Tape" counters.  When Bureaucracy II is activated, the player may remove the Red Tape counter ("unlock") the Objective of his choice.  (Exception: Stage II Objectives may not be unlocked until Round 4.)  Then, the player may claim an Objective for which he qualifies.

  • If there are Bonus counters on Bureaucracy II when it is selected, an equivalent number of Red Tape counters are removed from Objectives, in order.

Twilight Imperium 3rd Edition PBeM web site design
b, 2005