Marketplace
A TWILIGHT IMPERIUM 3rd EDITION (Shards of the Throne) PBF

:: Main ::

:: Map ::

:: Summary ::

:: Politics ::

:: Strategies ::

:: Technology ::

:: Discards ::

:: Rules ::

:: Action Card Market ::

:: Rules ::

 

GENERAL GUIDELINES

1. Basic rules of Twilight Imperium 3rd Edition, Twilight Imperium: Shattered Empire, Twilight Imperium: Shards of the Throne, and Twilight Imperium 3rd Edition FAQ (v. 2.3, or whichever is most current) are used, unless stated otherwise (see Optional Rules and House Rules below).

2. The game is played to 10 Victory Points.

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

4. 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 necessarily be considered a valid reason to back up a game in case of irreversible negative consequences for the player(s) involved.

5. 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.
  • For purposes of computing the time allotments, Friday evening and Monday morning are considered to be contiguous.

  • Sabotage AC or Sabotage by Agent must be announced within 24 hours of the play of the AC which is to be Sabotaged.

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

 

OPTIONAL RULES

The following options will be used:

  • From the base game: Leaders

  • From Shattered Empire: variant Strategy Cards, variant Objectives, race-specific Technologies, Artifacts, Shock Troops, the Wormhole Nexus, tactical retreats, Custodians of Mecatol Rex

  • From Shards of the Throne: Preliminary Objectives, Flagships, Mechanized Units, Mercenaries, Political Intrigue.

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

 

HOUSE RULES

1. Setup: Seating order and Home System placement will be performed randomly after the galaxy has been created.

2. Public Objectives from the base game and Shattered Empire have been mixed into one deck.  None have been removed.

3. Each time a Political Card is drawn, a player will also receive 1 Trade Good; players will start the game with 2 Trade Goods.  Political Cards may not be exchanged for Trade Goods.

4. 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; players may not abstain from this vote and must cast all votes for one player; the player with the most votes will win.

5. If a Mercenary is part of a defending force on a planet and the Ground Forces belonging to units on both sides are destroyed, leaving only the Mercenary, the planet does not revert to neutral.

6. Any Action Card that doesn't apply to the current set of game options and rules may be discarded for 1 Trade Good.

7. Race-specific technologies will be automatically gained when a player's Victory Point total is equivalent to the resource cost as printed on the card; they may also be purchased normally.  Exceptions: Nekro may only gain RST in its normal way.  Mentak may choose which of his RST to acquire upon reaching 4 Victory Points; the other will then be acquired upon reaching 5 Victory Points.  Yssaril's Mageon Implants is gained upon reaching 6 Victory Points.

VARIANTS

Action Card Marketplace

 

OVERVIEW

This is a vast overhaul of the Action Card (AC) system.

Rather than an AC deck being constructed at the start of the game, all of the cards are available for purchase right from the beginning of the game.  The currency used to purchase AC is "Action Card Points" (ACP).  Each AC costs a certain amount of ACP.

 

ACQUIRING ACTION CARD POINTS

All in-game effects that allow players to draw AC instead allow players to generate a certain amount of ACP.  ACP are stored, much like Trade Goods, until they are spent.

The following is a list of how ACP may be acquired.  Where an "x" is listed, consider "x" to be equal to the game round.

    x - each Status Phase
    x - each Status Phase (for Yssaril)
    x - each Status Phase (if you have Neural Motivator)
    2 - Assembly I primary
    1 - Assembly II secondary
    x - Bureaucracy secondary
    2 - Mercenary Felrey's ability
    2 - each time any Political Card mentions drawing 1 Action Card
    2 - optionally gained from a Bonus counter
    3 - for being the first player in a round to pass
    2 - for being the second player in a round to pass
    1 - for being the third player in a round to pass
    1 - for each Command Counter in your Strategy Allocation at the beginning of the Status Phase

 

SPENDING ACTION CARD POINTS

A step is added to the Status Phase sequence directly after step 1 (qualify for objectives): Acquire Action Cards.

First, all players gain an amount of ACP equal to the round number; in Round 1, for example, each player will gain 1ACP.  Then, in initiative order, each player will have the option of spending ACP and acquiring available AC.  A player may choose to spend all of his ACP, none of his ACP, or any amount in between; a player may choose to acquire one AC with the points he spends or he may choose to acquire multiple AC.  Hand limits remain in effect.

One result of this is that AC are now considered public information.

 

ACTION CARD COSTS

The distribution of AC by cost follows a bell curve.  The following table shows how many AC are available at each cost level, by type.

Cost (in ACP)

10

9

8

7

6

5

4

3

2

1

AC available

6

8

10

12

15

16

13

10

8

6

The costs of specific cards are detailed on the AC Market page.

 

ALTERATIONS TO THE ACTION CARD DECK

Master of Fate and Synchronicity have been removed from the deck.  Both would have involved heavy rewriting of the card's abilities to fit in with this system.

 

FREQUENTLY-ASKED QUESTIONS

Q: What about Yssaril's ability to spy on another player's hand?  Isn't this obviated by the fact that all AC hands are public?
A: Yes.  There is no replacement for this lost ability.

Q: What happens if a player wants to use the AC discard ability of Hyper Metabolism?
A: The player may discard multiple AC of his choosing before drawing AC in the Status Phase.  If he does so, he immediately receives the ACP spent on those particular AC to use on purchasing new AC.  Example: The Naalu player has Hyper Metabolism and wants to get rid of some of her AC.  Immediately before beginning the new step in the Status Phase of "Acquire Action Cards", she discards Rare Mineral (cost: 3ACP) and Star of Death (cost: 2ACP).  She now has an additional 5ACP to spend.

Q: Is there any situation in which players may trade or give away ACP?
A: No, not even with Hacan's AC trade ability.

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