No Sudden Victory
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. 2.2) 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.
  • 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.

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: Leaders, variant Strategy Cards, race-specific Technologies, Artifacts, Shock Troops, Space Mines, the Wormhole Nexus, Custodians of Mecatol Rex, 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. Setup:

    - Players will be randomly sorted.
    - In order, each player may select a race or choose to receive a race randomly.
    - The two groups will be randomly sorted into two tiers, with those selecting a race occupying the lower tier.
    - The first player in the higher tier will be Speaker and will begin galaxy creation.

2. Dreadnoughts will roll 2 combat dice, count as 2 units toward the production limit, and be destroyed after 2 hits.
    War Suns will roll 3 combat dice, count as 3 units toward the production limit, and be destroyed after 3 hits.
    In each case, for each point of damage assigned, the ship will use one combat die less.

3. Race-specific Technologies will automatically be acquired once a player's score is equal to 5 times the printed resource cost on the card.  They may also be purchased as normal.

4. Warfare II secondary is altered as follows: "Spend 1 Command Counter from your Strategy Allocation area to move up to two of your ships from unactivated systems into any adjacent system(s) with no enemy ships.  Any type of cargo may be picked up during this movement, but no planetary landings may be initiated.  This does not activate the destination system(s)."

5. Space Mines: When an enemy fleet enters a system with Mines, roll 1 die for each non-Fighter ship entering the system.  Any hits scored at a base combat value of 9 will be assigned by the defender to non-Fighter ships.

6. Bonus tokens may be exchanged for either 1 Command Counter or 2 Trade Goods.

7. Political Cards may not be exchanged for Trade Goods.

 

VARIANTS

Star by Star -

- Players may place any systems (including Home Systems) in any empty position that borders an existing tile.
- Systems are placed in a continual rotation, rather than in a "horseshoe" sequence.
- Home Systems may not be placed adjacent to each other.
- Systems without a planet may be placed in succeeding turns.
- Enemy Home Systems may not be activated during the first round.

Alternate Points-Scoring System

VICTORY CONDITIONS:  Victory Points are claimed simultaneously.  After claiming VPs during the Status Phase, whoever reaches or passes 60VP is the winner; if more than one player breaks 60VP in the same round, the player who had the MOST points is the winner.  In the event of a tie, all players vote among the tied players for a winner, using all of their influence.

COMBAT:  When you destroy a piece of plastic belonging to another player, you KEEP that unit in front of you as a trophy.  This unit cannot be built by your opponent until the following round (with the exceptions of Ground Forces and Fighters).

BUREAUCRACY:  Special is removed.  Primary Ability is changed to: "Draw 2 Action Cards and receive 1 Command Counter from your reinforcements.  Then, draw the top two cards from the Secret Objective deck.  Place one faceup in the common play area and the other on the top or bottom of the deck.  You may then immediately claim one objective for which you qualify."  Secondary ability is as normal.  (NOTE: Bureaucracy makes it possible for you to claim the same objective twice in one round (double-claim).  For example, if you control Mecatol Rex, you can claim 3VP when you play Bureaucracy, then 3VP again if you still control it in the Status Phase.)

CLAIMING OBJECTIVES: During the Status Phase, you can claim ALL objectives for which you qualify, EVERY turn!  Even if you do not retain control of your Home System, you may claim objectives; however, you will earn -2VP for each round you do not control your home planet(s).  You must have control of your Home System to win the game.

    Combat Objective:  The person who killed the highest combined resource value in enemy units gets 3VP.  The person in second place gets 2VP, the person in third place gets 1VP, and everyone else gets nothing.

    Control Objectives:

    - If you control Mecatol Rex (planet, not system): 3VP.
    - If you control Mallice (planet, not system): 1VP.
    - If you have all three of your space docks on the board: 1VP.
    - For each artifact you control: 1VP.
    - For every THREE systems you control (including your Home System): 1VP.
    - For each other Home System you control: 1VP.

    Achievement Objectives:

    - Whenever voting occurs (except endgame tiebreaker), the player who casts the most votes (i.e., whoever had the most unexhausted influence plus cards like Fantastic Rhetoric) gets 2VP.  The person who cast the next highest number of votes gets 1VP.  Note that you MUST CAST YOUR VOTE to qualify (cannot abstain).  If there is a tie between who has more votes, the Speaker decides who will get the bonus.

    - If you acquired technology this round: 2VP for the first tech you acquire in a given round, and 1VP for additional techs in a round.  (Example: If you are Jol Nar and acquired three techs in a single round, you'd get 4VP.)

    Spend Objectives:

    IMPORTANT:  You can qualify for these multiple times, but there is a limit to how many you can acquire in a given turn.  EACH category of spend objective can only be claimed 3 times per turn.

    - For every 3 resources you spend: 1VP

    - For every 3 influence you spend: 1VP

    - For every 2 Action Cards you choose to discard: 1VP

    - For every Command Counter you spend: 1VP

    Secret Objectives:

    There are no personal Secret Objectives; any that have been revealed are available for any to claim.  But each objective may only be claimed ONCE and by only ONE PLAYER, unless multiple players qualify for the objective in the same Status Phase, in which case all such players may claim the objective.  Each Secret Objective is worth 10VP.

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