No Sudden Victory
A TWILIGHT IMPERIUM 3rd EDITION (Shattered Empire) PBF

:: Main ::

:: Map ::

:: Summary ::

:: Politics ::

:: Strategies ::

:: Technology ::

:: Discards ::

:: Rules ::

:: Strategy Cards ::

Init

Name

Primary Ability

Secondary Ability

1

Leadership

Take Charge

Receive 3 Command Counters from your reinforcements.  You may then immediately use this card's secondary ability.

Masterful Tactician

Purchase Command Counters at a rate of 1CC per 2 influence spent, to a maximum of 3.

2

Diplomacy II

Demilitarized Zone

Choose a) or b):

a) Choose one system containing a planet you control.  Each opponent must place one of his Command Counters into the system from his reinforcements.

b) Execute the secondary ability of this card without paying a Command Counter or any influence.

Peaceful Annexation

Spend 1 Command Counter from your Strategy Allocation and 3 influence to claim an empty planet adjacent to a system you control.

3

Assembly

Senate

Draw 1 Political Card and 2 Action Cards.  Then choose either a) or b).  You may not choose option (a) if you are the Speaker.

a) Claim the Speaker token and choose one other player to play a Political Card and resolve its agenda.

b) Choose one other player to claim the Speaker token.  Play a Political Card from your hand and resolve its agenda.

Morale Boost

Spend 1 Command Counter from your Strategy Allocation area to refresh any number of your Planet Cards with total combined resource and influence of 6 or less.

4

Production

Tight Deadlines

Immediately build units in one of your systems containing one or more friendly Space Docks – receiving 2 additional resources with which to build – even if you have activated this system already.  Building units here does not activate the system.

Double Efforts

Spend 1 Command Counter from your Strategy Allocation area to immediately build up to 3 units in one of your systems containing one or more friendly Space docks, even if you have activated this system already.  Building units here does not activate the system.

5

Trade II

Free Trade

Receive 3 Trade Goods or cancel up to 2 Trade Agreements (you may not cancel Hacan Trade Agreements).

Then all players receive Trade Goods from their active Trade Agreements.  Players who are not the active player receive 1 fewer total Trade Goods.

Finally, open trade negotiations among all players.  You must approve all new trade agreements.

6

Warfare II

High Alert

Place the High Alert token in a system.  Your ships in the system with the token gain +1 movement and +1 on all combat rolls.  If you move any ships from this system, you may move the token with them.  Remove the token from the board at the start of the next Status Phase.

Reinforce

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).

7

Technology II

Technological Focus

Receive one Technology advance.  You may then buy a second Technology advance at the cost of 8 resources.  You must have the necessary prerequisites for each Technology.

Advanced Development

Spend 1 Command Counter from your Strategy Allocation area and 6 resources to receive one Technology advance for which you have the necessary prerequisites.

8

Bureaucracy II

Imperial Control

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.

New Agendas

Spend 1 Command Counter from your Strategy Allocation area to draw one Action Card and one Political Card.

Twilight Imperium 3rd Edition PBeM web site design
by Alexander Belyakov, 2005