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. |