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Twilight Imperium: Distant Suns

Expansion for Twilight Imperium

Twilight Imperium: Distant Suns Rulebook

Table of Contents

Table of Contents

  • 1.1 Introduction
    • 1.2 Distant Suns Contents
    • 1.3 Rules Booklet Summary
  • 2.0 Distant Suns
    • 2.1 Domain Counters
    • 2.2 Special Rules Regarding Domain Counters
    • 2.3 Probing
    • 2.4 Razing
    • 2.5 Razing and Probing
  • 3.0 Propaganda
    • 3.1 Civilizations
    • 3.2 Status Counters
    • 3.3 Effect of Status
    • 3.4 Propaganda Phase
    • 3.4.1 Martial Law Segment
    • 3.4.2 The Sway Segment
    • 3.4.3 Rebellion Segment
    • 3.5 Invading Civilizations
  • 4.0 Position Track
  • 5.0 Optional Rules
    • 5.1 Winnaran Custodians
    • 5.2 Interstellar War
      • 5.2.1 Wormholes in 'Interstellar War'
      • 5.2.2 Setup
      • 5.2.3 Turn Sequence
      • 5.2.4 Trade
    • 5.3 Manifest Destiny
    • 5.4 Advanced Trade
    • 5.5 Event Cards
    • 5.6 Errata: Capital Ships
    • 5.7 Errata: Mines
    • Chart 3: Random Planets
  • 6.0 Empire's End
    • Empire's End Alterations
  • 7.0 Twilight Imperium FAQ
  • 8.0 Card Clarifications/Errata
  • Charts
    • Chart 1: 'Distant Suns' Domain Effects
    • Complete Game Sequence

1.1 Introduction

Thank you for acquiring the second expansion for TWILIGHT IMPERIUM. DISTANT SUNS includes a variety of game options, additions, and helpful hints to expand your TWILIGHT IMPERIUM games. The core additions of DISTANT SUNS are the new 'Distant Suns' and 'Propaganda' interfaces which add a new spectrum to resource management and political interplay.

In this expansion, we have included additional Ground Force and Dreadnought counters for the existing eight TWILIGHT IMPERIUM races. This rulebook contains a wealth of additional elements to use with TWILIGHT IMPERIUM, including 'Empires End' which is Fantasy Flight's official tournament version of TWILIGHT IMPERIUM.

1.2 Distant Suns Contents

The DISTANT SUNS expansion includes the following materials:

  • One Rules Booklet
  • One Countersheet
  • One Position Chart
  • One 'Empire's End' Progression Chart
  • 8 Political Cards
  • 12 Action Cards
  • 12 Event Cards

1.3 Rules Booklet Summary

Through the remainder of this booklet you will find the following sections:

  • Distant Suns
  • Propaganda
  • Position Chart
  • Optional Rules:
    • Winnaran Custodians
    • Interstellar War
    • Manifest Destiny
    • Advanced Trade
    • Event Cards
    • Errata Capital Ships
    • Errata Mines
  • Empire's End Official Rules
  • Frequently Asked Questions
  • Card Clarifications/Errata
  • Tables

2.0 Distant Suns

This option will drastically alter the strategy of the first few turns. Neutral planets may contain unseen dangers or hidden rewards. This uncertainty adds flavor to the initial expansionism of the game. To implement the 'Distant Suns' game option you will need the Domain Counters located on the enclosed counter sheet (white counters with blue borders). These should be used in the following fashion:

Before the gameboard is created, shuffle all the Domain Counters and place them, face down, in the empty game box. After the gameboard has been created, take, at random, one Domain Counter and place it face down (without looking at the counter) on every neutral planet (any planet not in a homesystem). Do not place a Domain Counter on Mecatol Rex! Remove any left-over Domain counters from the game without letting any player look at them.

2.1 Domain Counters

Domain counters reflect the unknown aspects of deep-space colonization and expansion. The physical appearance and effects of the Domain counters are as follows:

  • The central illustration on the Domain Counter indicates which type of encounter/event it represents. Cross-reference this symbol with the 'Domain Table' (see Chart 1 on the back of this booklet) to read what effects to apply for that particular type of encounter. All Domain Counter effects take place immediately after the initial invasion has taken place.

  • If a Domain Counter has a red star in the lower right corner the planet harbors a Civilization (See section 3.1) If you are playing with the 'Propaganda' game option, immediately place a 'Neutral' Status Counter on the planet. (See section 3.2 for more information on Status Counters and how they affect the game.) If you are not playing with the 'Propaganda' game option, then ignore the Civilization indicator.

  • If a Domain Counter has a green circle in the upper left corner, the Domain Counter is permanent. That Domain Counter remains in play through the rest of the game.

2.2 Special Rules Regarding Domain Counters

If a player comes to control a planet without actually invading it, (for example using a 'Voluntary Annexation' Action Card, or 'Manifest Destiny'), he/she must disregard any effects of the Domain Counter. If the counter contains a Civilization, however, a 'Neutral' Status Counter is still placed on the planet.

If, for any reason, a planet becomes unoccupied after its Domain Counter has been revealed, it remains 'blank' (i.e., does not receive a 'new' Domain Counter).

2.3 Probing

During the 'Invasion Combat Segment' a player may choose to Probe a planet. A Probing player may not invade the planet being Probed during the same round. (The planet may be invaded by another race, however.) A player that wishes to Probe must have a Carrier and at least one Fighter present in the system containing the the planet being Probed. Any race with the Espionage Skill can probe with a Cruiser. Multiple Fighters/Cruisers are required to probe multiple planets in one system (i.e., one unit per planet Probed).

When a player Probes a planet, he/she may look at the 'Domain Counter' on that planet. After looking, the Domain Counter is again placed, face down, on the planet, and the player may not look at the Domain Counter again, unless he/she invades the planet or Probes again.

If a Probe reveals the Domain Counter The Psychic Frogs of Gamma Eridius, the Probing player may immediately remove the counter from play. That player may then immediately draw two Action Cards, and he/she may determine the outcome of any vote during the next 'Political Phase' (i.e., no other player may vote, but all other activity inherent to the Political Phase is unaffected, including the 'Veto' Action Card). If both Psychic Frogs Of Gamma Eridius counters are revealed by different Probing players during the same round, then neither player receives the benefit of determining the next Political vote.

2.4 Razing

During the 'Invasion Combat Segment', a player may choose to Raze a planet. A Dreadnought must be present in the same system as the planet in question for the Raze function to be performed. A planet that has been Razed may not be invaded by any player that round.

A player may only Raze a planet with a face-down Domain Counter.

A Razed planet has its Domain Counter completely removed from play (i.e., no Civilizations or Domain effects are enacted). After Razing a planet, the responsible player must roll a die and face the possible consequences of his/her brutal action:

ResultEffect
1 - 7No Effect
8 - 9Permanent Loss of One Influence
0Permanent Loss of Two Influence

Furthermore, if a Psychic Frog of Gamma Eridius Domain Counter is Razed, the powerful frogs enact their psionic rage and kill the ruler of the offending race. Thus, the responsible player looses all his/her Action Cards, may not vote during the next council, and receives a -2 to all offensive attacks during its next 'Individual Turns' phase.

2.5 Razing and Probing

A player may execute Razing and Probing in any order during the 'Invasion Combat Segment'. A player may therefore, given the right combination of ships, first Probe a planet and thereafter choose to Raze it.

3.0 Propaganda

The 'Propaganda' game option can only be implemented in a game that uses the 'Distant Suns' game mechanic. A number of Domain Counters result in Civilizations, marked by a red star in the lower right-hand corner. As soon as a Civilization has been discovered, place a 'Neutral' status marker upon the planet in question.

3.1 Civilizations

A Civilization is an organized group of sentient beings. By invading a planet containing a Civilization, you expose yourself to the rewards and potential dangers of managing massive populations. Pushed by events, or the prodding of your enemies, Civilizations can be pushed into discontent Status or, worst of all, Rebellion.

3.2 Status Counters

Status Counters are all black with letters/symbols and a color-coded border. 'Content' (the counter with the letter 'C') border is green, 'Neutral' (the counter with the letter 'N') border is blue, 'Discontent' (the counter with the letter 'D') is yellow, and finally 'Rebellion' (the counter with the red hand) is bright red.

A Civilization is discovered during the 'Invasion Combat' segment when a Domain Counter with a star in its lower right hand corner is revealed. Immediately place a 'Neutral' status counter upon the planet. All new Civilizations start as 'Neutral' Civilizations.

3.3 Effect of Status

Status is the current sentiment of a particular Civilization. There are four different levels of Status: 'Content', 'Neutral', 'Discontent', and 'Rebellion'. The following are the effects of the various Status levels:

Content: A 'Content' planet (C) supplies two resources, and one influence in addition to its basic value. Thus, the controller collects two additional income, may build two additional units (if the planet has a Spacedock), and may apply two additional Resource points towards progression. He/She also similarly receives one additional Influence point.

Neutral: A 'Neutral' planet (N) has no positive or negative effects.

Discontent: A 'Discontent' planet (D) subtracts two resources from a planet's basic value (to a minimum of 1).

Rebellion: A planet in 'Rebellion' generates no resources, no influence, and cannot produce anything. A planet in Rebellion does not count as a planet during the 'Collect Trade Income Phase' or as a controlled planet for progression purposes. A Rebellion is a terrible state that can spread to other systems. (See 3.4.3 Rebellion Segment for detailed information about the effects of 'Rebellion'.)

3.4 Propaganda Phase

Important Note: No Trade Agreements may be broken during the 'Propaganda Phase', not even with Action Cards.

The 'Propaganda Phase' is a new element in the turn sequence that is resolved after the 'Progression Phase' and before the 'Market Phase'. It is during this phase that player seek to manipulate Civilizations.

  1. Martial Law Segment
  2. Sway Segment
  3. Rebellion Segment

3.4.1 Martial Law Segment

During this segment, players may attempt to crush Rebellions and discontentment among their Civilizations. The following two actions are available.

  • If a planet that began the 'Propaganda phase' in Rebellion contains more Ground Forces than the planet's unmodified resource value, the controlling player may immediately replace the 'Rebellion' Status Counter with a 'Discontent' counter.

  • Any player with one or more Ground Forces on a 'Discontent' planet may attempt to 'enforce' order. Roll a die: On a result of 4 or higher, the planet moves from 'Discontent' to 'Neutral'. If the result is a 1, 2, or 3, however, one Ground Force unit is destroyed and the planet immediately goes into Rebellion.

3.4.2 The Sway Segment

During this segment, players may generate Sway Points. Players then use these Sway Points to influence Civilizations. Sway represents Propaganda resources and foreign-aid. This factor is used to control and manipulate the happiness of Civilizations.

During the 'Sway Segment', players must announce how many Sway Points they generate. A player generates the following number of Sway Points:

  • A player always generates one basic Sway Point.
  • A player gains one Sway Point for every 'Neutral' and 'Content' Civilization the he/she controls. A maximum of three Sway Points may be generated in this fashion.
  • A player may buy one Sway Point by either paying 5 credits or discarding one random Action Card.

Thus, the maximum number of Sway Points that any player can generate is five.

Example: The Hacan has six planets outside his homesystem of which there are four that contain Civilizations. These four have the following Status: one 'Rebellion', one 'Discontent', one 'Neutral' and one 'Content'. The Hacan receives one basic Sway Point, and two Sway Points for his 'Neutral' and 'Content' planets. The Hacan player chooses not to buy an extra Sway Point and therefore has a total of three Sway Points for allocation.

After Sway Points are generated, each player secretly writes down which planets he/she is trying to positively or negatively sway. Sway Point allocations should be written on separate small notes, so the swaying player cannot be identified by the number of Sway allocations. (It's secret remember!)

Example: Player writes ' (negative) Quann'. This would symbolize a negative sway towards the Civilization on the planet Quann.

Effects of Sway

After all players have written down their Sway allocations, these are passed to a player (a new player every round, going clockwise around the table) who separates the notes into positive and negative sway, and reads them aloud. (The reading player should not be allowed to show other players the allocation notes, since some hand-writing is easily identifiable.) Remember that Sway can only be allocated towards a planet that contains a Civilization. Planets in homesystems can never be allocated any sway. (Yes, your own planets have civilizations, but they are too homogeneous to be swayed.)

Keep track of how many Sway Points are allocated towards each Civilization:

  • If a 'Content' planet receives a minimum of two positive Sway Points, its status will remain 'Content' that round no matter how many negative Sway Points are allocated towards it.

  • If a planet has a surplus of either positive or negative sway allocated towards it, it moves either up or down in Status depending on which factor has the majority. Thus, if a planet has more negative than positive Sway Points allocated against it, it moves down one Status. (From 'C' to 'N', and from 'N' to 'D'). To move from 'D' to 'Rebellion', see below. Correspondingly, a planet that has more positive than negative Sway Points goes up in Status. A planet cannot move higher than 'Content' and cannot fall lower than 'Rebellion'.

  • A planet can only move one Status category up or down in one turn. Thus a planet cannot move from 'Content' to 'Discontent' in one turn.

Example: Two negative and one positive Sway are allocated towards 'Neutral' Quann. This means that Quann's 'Neutral' Status counter is replaced with a 'Discontent' Status counter. If there had been three negative Sway Points allocated at Quann it still would only have moved to 'Discontent' because a Civilization can only move one Status category up or down per turn. (Since Sway Points are allocated secretly, the owner of Quann cannot be certain who allocated the negative sway.)

  • If a 'Discontent' planet receives more negative than positive Sway, its owner must roll a die for each Sway Point of difference. If one of these rolls results in an odd number, the planet goes into Rebellion.

Example: During the next turn, 'Discontent' Quann is allocated three negative Sway and one positive Sway. Since there are two surplus points of negative Sway, the owner of Quann must roll two dice. On an odd result of either of those rolls -- Quann succumbs to the horror of Rebellion.

  • If a planet in Rebellion receives more positive sway than negative sway, its owner rolls a die for each Sway Point of difference. On a result of 8, 9, or 10 on any of these rolls, the planet comes out of rebellion and the 'Rebellion' Status counter is replaced by a 'Discontent' Status Counter.

Example: Two turns later, Quann receives two positive Sway Points, and no negative Sway Points. The controller of Quann may now roll two dice. If the result of either of the rolls is a 8, 9, or 10, the Rebellion will end and the Status Counter replaced with a 'Discontent' counter.

After all effects of Sway Point allocations have been determined, players proceed to the 'Rebellion Segment' of the Propaganda Phase.

3.4.3 Rebellion Segment

The Flames of Rebellion: Players must roll for certain Civilizations adjacent to planets that began the 'Rebellion Segment' in Rebellion:

  • A player who has a rebellious Civilization must roll for all planets that he/she controls in the same system or adjacent to the system containing the rebel Civilization. On a roll of a 1, 2, or 3, that Civilization moves down one Status category. (From (C) to (N), from (N) to (D), and from (D) to Rebellion (even if the planet was allocated two positive Sway points during the 'Sway Segment').)

  • All players who a currently trading (or 'at Peace': see Borderlands page 6) with a player who has a Civilization in Rebellion must roll for all planets that he/she controls in the same system or adjacent to the system containing the rebel Civilization. On a roll of a 1 or 2, the neighboring Civilization moves down one Status category. (From (C) to (N), from (N) to (D), and from (D) to Rebellion (even if the planet was allocated two positive Sway points during the 'Sway Segment').)

Note: This does NOT apply to the Hacan or players trading with the Hacan. Thus the Hacan player can only be affected by his/her own Rebellions, and other players cannot be affected by a Hacan Rebellion. (See Example 1 for a run-through of an entire Rebellion Segment.)

  • Rebellion does not spread through Wormholes.

Rebellion Attrition: Any planet that ends this segment in Rebellion must roll a die for each Ground Force present on the planet. On a result of 1, 2, or 3, the Ground Force unit is destroyed.

Example 1 (the map diagram on the printed page is omitted; the example text is transcribed):

A conspiracy of the Letnev and the Jol-Nar pushes the unstable Sol planet of Riescue into Rebellion. Currently Sol has Trade Agreements with the Hacan and Xxcha.

During the Rebellion Segment of the Propaganda Phase, Sol and its Allies must check to see if the rebellion on Riescue spreads. Since the Sardakk N'orr has no Trade Agreement with Sol he remains unaffected (but observes with great amusement). Hacan, due to its special ability, also remains unaffected by the events on Riescue.

Sol rolls for its surrounding planets: Centauri rolls a '4' and is unaffected by the rebellion. Sacul G rolls an '8' and is likewise unaffected. Lazar, however, rolls a '3' and moves from 'Discontent' to 'Rebellion'. (The Baron of Letnev snickers...). Xxcha must now roll for Thibah since Xxcha trades with Sol. Xxcha rolls a '1' and Thibah moves from 'Content' to 'Neutral'.

3.5 Invading Civilizations

If a Civilization is invaded by a great race (other than the current/previous owner), the following applies to the Status of the planet being invaded:

  • All 'Content' planets revert to 'Neutral'
  • All 'Discontent' planets revert to 'Neutral' if the new controlling player has no 'Rebellions' in his/her empire. Otherwise the planet remains 'Discontent'.
  • A Rebellion is converted to 'Discontent' if the new controlling player has no Rebellions in his/her empire. Furthermore, if all that player's Civilizations are 'Neutral' or 'Content', the planet reverts to 'Neutral'.

If a Civilization becomes unoccupied, it retains its Status. When invaded by a new race, its Status changes as indicated above. Rebellions on unoccupied systems does not spread to other planets.

4.0 Position Track

Included in the Distant Suns expansion is a position track and three position counters for every race marked 'Resources', 'Influence', and 'Trade'. Use this track to provide an easy vehicle for the bookkeeping of the three variables. This will allow all players to easily identify their own and their opponents position in the three vital categories.

5.0 Optional Rules

Following are five optional rules and game variants that can be used to play TWILIGHT IMPERIUM.

5.1 Winnaran Custodians

Included in this set are a number of 'Neutral' forces (light green on a white background). At the beginning of the game, right after the board has been set up, place three Neutral Ground Forces and two Neutral P.D.S. counters on Mecatol Rex. These counters represent the Winnaran Custodians of the Imperial throne, and will now defend Mecatol against any military force/fleet that enters the Mecatol system, and will combat any invading Ground Forces. If Mecatol has been invaded once, but then becomes unoccupied for any reason, the Winnaran military counters return to the unoccupied imperial planet. During every Political Phase, the Winnaran counters are replenished up to full strength should they have taken losses (or the planet been left unoccupied).

5.2 Interstellar War

Use two copies of TWILIGHT IMPERIUM and one copy of BORDERLANDS to start two separate games. Interstellar War can be played with 6-8 players. In an eight-player game, each player controls one of the eight possible races (Sol, N'orr, Hacan, Jol-Nar, Xxcha, Letnev, Mentak, and Yssaril) and starts the game with four players on each board. For a seven player game, simply use one board with three players and one board with four players. For a six-player game, use two boards with three players on each.

5.2.1 Wormholes in 'Interstellar War'

Before the two gameboards are created, each game must remove one side of each wormhole. Game #1 keeps the Alpha Wormhole with the planet Torkan, and keeps the Beta Wormhole in the empty system. Game #2 retains the two other ends: the Alpha Wormhole with the planet Quann, and the Beta Wormhole with the planet Coorneq. The two game-boards are now set up as indicated on Chart 2. Roll a die to decide which Wormhole, the Alpha or the Beta, goes in which position.

Chart 2 (Starting Positions for 'Interstellar War') is a diagram on the printed page and is not reproduced here. The chart shows the eight-player and seven/six-player board set-ups, with Wormhole Beta and Wormhole Alpha marked on the board edges.

5.2.2 Setup

On Chart 2 you can see the set-up of the two boards in a 6-8 player 'Interstellar War' game.

5.2.3 Turn Sequence

Interstellar War should be played as if it were two separate games with the following exceptions:

  • The two games must take their 'Individual Turns' phases at the same time, based on the order of influence of the players from both games. It is now possible to move through the worm-holes and onto the 'other' game board through either the Alpha or Beta Wormhole. Thus players can invade planets on the other board.

  • The first race to attain 'Imperium Rex' wins the game and play stops at both tables.

  • Players can trade with players on the 'other' board with some exceptions. (See 5.3.3 for more details.)

Laws only affect players on the board that passed them. 'Short Term Truce', for example, would work to prevent one board's players from attacking each other, but they can attack, or be attacked by, players from the 'other' board (who did not pass a 'Short Term Truce'). Action Cards can be played on all players on either board.

It is not absolutely imperative, but recommended, that both boards take their phases together, since the 'Individual Turns' and 'Receive Trade Income' phases must occur simultaneously.

  • The Yssaril may view the Technology Level of the players from both boards when utilizing its special skill in purchasing technology.

  • The Political Card 'Industry Leader' only affects players at one board.

5.2.4 Trade

Players are allowed to trade with each other across the two games, but only if both parties have free access through at least one of the wormholes. During the 'Collect Trade Income' phase, players who control one end of a Wormhole (has a fleet in that system), may decide what trade to allow through his/her system. Thus, there must be a consensus of both ends of a Wormhole to allow a trade.

Trading races do not physically have to maintain a presence near, or on, a wormhole to trade, but must be allowed access through at least one of the wormholes in order to make good on the trade income. (If one race controls both sides of a wormhole, that race can feel free to trade with anyone on the other board, since he/she fully controls access through the Wormhole.)

Example: The Mentak on Board One (B1) has a Trade Agreement with the Hacan on Board Two (B2). The Letnev controls the one end of the ALPHA wormhole, and the Yssaril controls the other end of the ALPHA wormhole. The Hacan controls one end of the BETA wormhole, and the N'orr, the other end of the BETA wormhole.

During the 'Collect Trade Income' phase, the Hacan and the Mentak wish to collect income from their agreement -- but must first establish access through one of the wormholes. The BETA wormhole might be the easiest one because the Hacan controls one of the BETA Wormhole systems. The Hacan and the Mentak therefore kindly ask if the N'orr will allow their trade through the BETA Wormhole. The N'orr wants to think about it. The Hacan and Mentak then ask the Yssaril and the Letnev if they will allow trade to flow through the ALPHA Wormhole. The Yssaril allows it, but Letnev (bitter enemy of the Hacan) declines. Since the deal requires both ends of the Wormhole, the Letnev has closed the ALPHA Wormhole for the trade. The Mentak and the Hacan once more turn to the N'orr. The N'orr finally agrees to allow the trade through his end of the BETA Wormhole if the Mentak promises to do him a favor. The Mentak promises (but later 'forgets' about the promise) and the trade goes through the BETA Wormhole.

5.3 Manifest Destiny

When playing with Manifest Destiny, the first Political Phase is replaced with the Manifest Destiny Phase. All subsequent Political Phases are conducted normally.

Manifest Destiny provides each player with the opportunity to colonize Neutral Planets on the first turn. To colonize a planet, a player must spend a number of credits equal to twice the sum of that planet's Resources and Influence. (For example: Starpoint is a 1-2 planet; it costs 6 credits to colonize during Manifest Destiny). That player then places one Ground Force counter on the Neutral Planet.

The opportunity to colonize Neutral Planets begins with the first player in the voting order (i.e., the player with the least influence). Each player, in turn, has the option of colonizing one Neutral Planet. Once every player has had the opportunity to colonize one planet, a second round of colonization begins, in reverse voting order (i.e., the player with the highest influence begins). Do NOT recalculate influence until the end of Manifest Destiny. Each player, in turn, has another opportunity to colonize a Neutral planet. If a player chooses not to colonize, the opportunity is lost. If a player does not colonize on the first round of colonization, he/she may still colonize during the second round.

With Manifest Destiny, you may only colonize a planet that is no further than two systems from your homesystem. Thus, Mecatol Rex cannot be colonized in this way.

5.4 Advanced Trade

In the basic TWILIGHT IMPERIUM game, Trade Agreements can be established between any two races. If the Advanced Trade rules are used, a Trade Agreement can only be established if the race offering the Trade Agreement has at least one spaceship in a system containing a planet owned by the race offered the Trade Agreement.

5.5 Event Cards

Included in this set are twelve Event Cards. The backs of these cards are identical to that of Political Cards, but their fronts are marked Event Card. These cards are mixed into the Political Card deck at the beginning of the game.

If, during the Political Phase, an Event Card is drawn, its effects are applied immediately. When an Event Card calls for a random planet, please refer to chart 3. (Note that the chances are not exactly even, some planets are more 'risky'.) After applying the Event Card effects, proceed to draw another Political Card, and continue the game as normal. (It is possible to draw two or more Event Cards in a row; simply apply their effects and continue until a normal Political Card is drawn.)

5.6 Errata: Capital Ships

If you are playing with the 'Capital Ships' rules option, please note the following changes:

  • A player is not allowed to place a 'Damage Marker' on a Capital Ship unless the number of Capital Ships is equal to or higher than the number of friendly Cruisers and Fighters in the engagement.

  • Furthermore, a player can not place a Damage Marker on a Capital Ship if there are two or more of his/her damaged Capital Ships already in the battle. Thus, if a player has two or more participating damaged Capital Ships, he/she can not place any further damage markers, but must destroy one of the already damaged Capital Ships.

Example: The N'orr is fighting Sol. There have already been two rounds of battle. The N'orr has two Fighters, one damaged Carrier, one damaged Dreadnought, and one undamaged Dreadnought. Sol has one Cruiser, one damaged Dreadnought, and two undamaged Carriers.

Since both of the players have as many, or more, Capital Ships than non-Capital ships, they may both allocate damage to their Capital Ships. Now Sol rolls for his forces and scores one hit. The N'orr has three choices: he can either kill a fighter, kill the damaged Dreadnought, or kill the damaged Carrier. (N'orr can not elect to have his undamaged Dreadnought take a hit because he has two damaged Capital Ships in this battle). The N'orr chooses to kill a Fighter. Now the N'orr rolls for his forces and scores one hit. Sol has three choices: kill the Cruiser, kill the damaged Dreadnought, or take a hit on one of the undamaged Carriers. (Since Sol only has one undamaged Capital Ship in the battle he may take another hit on a Capital Ship.) Sol take a hit on one of the undamaged Carriers. The battle rages on. (Next round, neither party can take a hit on an undamaged Capital Ship because they will both have two damaged Capital Ships.)

5.7 Errata: Mines

Note: A Dreadnought can lay only one Mine Counter per turn, and must forfeit any movement to do so. In 'Empires End' please utilize the following new Damage Chart for mines:

RollEffect
2 -10No effect
11 - 151 Hit
16 - 182 Hits
19 - 203 Hits

The above adjustment make Mines a more formidable factor which justifies their presence in a shorter game like 'Empire's End'. All other rules pertaining to mines remain unchanged.

Chart 3: Random Planets

(Roll two ten-sided dice, letting one die represent the first digit, and the second die represent the second digit. Thus a roll of a 3, and a 4, would represent the number 34.)

RollPlanet
1 - 10Bereg
11 - 20Centauri
21 - 24Fria
25 - 28Mehar Xull
29 - 32Mellon
33 - 36Riescue
37 - 40Torkan
41 - 44Abyz
45 - 48Emelpar
49 - 52Coorneq
53 - 56Sacul G
57 - 60Starpoint

6.0 Empire's End

TWILIGHT IMPERIUM was developed as a dynamic empire-building game with simple game interfaces, and lots of player interaction. We have had many requests for a game variant that incorporated faster play, and a structure that would allow for more competitive play.

Upon realizing this, we set out to create an 'official' game variant that would incorporate the above and become our official tournament game. Empires End is meant a game-variant and not as a replacement of the current system. Empire's End makes for a faster TI game, and eliminates some aspects of the game in order to make a more competitive game scenario.

Empire's End Alterations

To play Empire's End, comply with the following alterations to the core system.

  1. Remove 7 empty system board-pieces before shuffling and handing out the gameboard pieces.

  2. When creating the board, if able, you must place a system containing planets every second time that you place a board-piece.

  3. After the first round of creating the gameboard, the last player to place a system now becomes the first player to lay a system during the second round. Continue the second round in reverse order. The order alternates until the board is complete. Note this only applies to board creation, and not to any other portion of the game.

  4. The Empire's End Progression Chart (included with this expansion) has the following progression requirements:

ProgressionRequirements
Warlord(Starting)
Republic3 Planets Outside Home-System
Foundation6 Tech Advances
Empire25 Resources
Imperium Rex9 Tech Advances and 25 Influence
  1. Empire's End uses both the Alpha and Beta Wormholes. (Please disregard the mention in the core rules that suggests otherwise.)

  2. Before the game, remove the following 'Action Cards':

  • Alien Artifact
  • Climb Mount Nitaka
  • Deep Space Hijack
  1. Before the game remove the following 'Political Cards':
  • Holder of Mecatol Rex
  • Long Term Truce
  • Convention of Nxill
  • The Book of Latvina
  1. To equalize racial abilities with the new progression dynamics and the shorter game, every race starts with the following units in addition to the standard units. (Standard setup: One Spacedock, one Ground Force unit on each planet in your homesystem.)
  • N'orr: 2 Cruisers, 1 Ground Force, 1 Carrier
  • Letnev: 1 Cruiser, 1 Ground Force, 1 Carrier
  • XXcha: 2 Ground Forces, 1 Carrier
  • Jol-Nar: 1 Fighter, 1 Carrier
  • Hacan: 2 Ground Forces, 2 Carriers
  • Sol: 1 Cruiser, 1 Carrier
  • Mentak: 1 Cruiser, 1 Fighter, 1 Carrier
  • Yssaril: 2 Ground Forces, 1 Fighter, 1 Carrier
  1. Empire's End play utilizes the following optional rules:
  • Assassins (BORDERLANDS)
  • Capital Ships (BORDERLANDS) *Revised
  • Capital Planets (BORDERLANDS)
  • Mines (BORDERLANDS) *Revised
  • Distant Suns (DISTANT SUNS)
  • Winnaran Custodians (DISTANT SUNS)

Empire's End is a faster game of TWILIGHT IMPERIUM. Empire's End is also the official tournament version of TWILIGHT IMPERIUM.

7.0 Twilight Imperium FAQ

Below we answer some of the most common questions about TWILIGHT IMPERIUM:

Q: Is the counter mix limiting? (i.e., can I only build as many spaceships as there are counters?)

A: No, you may build as many ships as your heart desires. If you run out of counters, borrow from an unused race, make new counters out of paper, buy another copy of the game, use poker chips, pennies, marbles, or younger siblings.

Q: Do Tech Levels begin to the left or to the right of the red line indicated on the player-sheets?

A: There is an error in the rules where an example indicates that the N'orr begin the game with weapons Tech Level two. This is incorrect. All players begin their Tech to the LEFT of the red line (thus the N'orr start at Weapons Tech level one).

Q: Do your initial levels of Tech count towards your progression requirements?

A: Yes

Q: Can the Yssarils purchase a Tech for 25 credits the same turn that the Tech is being purchased for the first time by another race?

A: No. The Yssaril can only purchase cheaper Tech if that advance was held by another player before the start of the Technology Phase.

Q: What happens when either card pile runs out of cards?

Simply reshuffle discarded cards and make a new draw-pile.

Q: How does the Yssarils special skill work with the 'Neural Motivator' Tech?

A: The Yssaril draws two cards for every draw, and must then immediately discard one of the two. (Take two at a time, and discard one before drawing the next two, etc.)

Q: In case of a tie in Influence what happens?

A: Ties are broken by, in order: Resources, Tech Levels, credits on hand, coin flip.

Q: Can the attacker withdraw through a Wormhole?

A: No, the attacker must retreat to the system nearest his/her own homesystem. If this system is occupied by another race, the attacking player cannot retreat.

Q: In what order are units purchased?

A: Simultaneously. If there is a problem with 'timing' of decision-making, purchasing should be done simultaneously but in secret.

Q: Can I attack the Hacan even though we have a Trade Agreement? I can't break a Trade Agreement with the Hacan, and an attack would do just that.

A: You may attack freely. The Hacan's Trade Agreements are not broken when hostilities begin. Also, the Hacan are free to attack you, regardless of any Trade Agreement.

Q: Can a player be killed (i.e., Assassinated or Executed) more than once per turn?

A: No!

Q: Do all players complete their Movement Segment before any Space Battles are resolved?

A: No. One player must complete his/her 'Individual Turn' phase in its entirety (Movement, Space Battles, and Invasion Combat) before another player can take his/her 'Individual Turn' phase. Note that it is important to recalculate Influence after every individual turn -- since the power-balance might have shifted.

Q: There is a tie in the voting process, what happens?

A: The person with highest Influence may determine the outcome of the vote. (If there is a tie in highest Influence also, look at Resources, etc.)

8.0 Card Clarifications/Errata

Below we have tried to clarify/correct certain cards that have been the object of some debate:

Card: 'Blitz'

Play this card after you have successfully invaded another player's occupied planet. Rather than destroy any P.D.S. and Spacedock that might have been on the planet, you replace these counters with corresponding counters of you own race. Your attack was so fast and efficient that it allowed you to 'conquer' the enemy P.D.S. and Spacedock.

Card: Evolution

You may purchase a 'Skill' that will remain with you for the rest of the game. Skills are: Technology, Trade, Diplomacy, Warfare, Piracy, and Espionage. These skills can be used to play certain Action Cards.

Card: Fantastic Rhetoric

This card should be played immediately before you vote. The 10 votes do not change the voting order.

Card: Lucky Shot

You may only shoot down a Cruiser or a Dreadnought. Ignore the mention of 'Capital Ship'.

Card: Master of Trade

This card can only be played immediately after the final Trade Agreement is initiated.

Card: Elite Fighter

You are only allowed to buy one Elite Fighter for each of these Action Cards. You should play this card as you are buying a new Fighter and dedicate that it is Elite.

Card: Planned Investment

You are investing in the growth of another race. If the recipients total resource value grows (by invading another planet, purchasing Sarween Tools, selecting a Capital planet, etc.) you receive triple the amount invested. Remember the investment does not pay of until the end of the entire turn sequence. If the recipients resource value stays the same, or declines, you loose your investment.

Card: Rally Of the People

These two Dreadnoughts do not count towards any production limit.

Card: Scientist Assassination

The player of the card decides which Tech level will be reduced. Players can be reduced below the original level, but cannot have negative Tech.

Card: Skilled Retreat

This only affects one engagement. If the Attacker has other battles elsewhere, he/she continues the Space Battle Segment with these.

Card: The Wind of Change

This card should be played before any round of Space Combat in which you participate. (Given that you have a Fighter to spare, that is!)

Card: Arms Reduction

Players are reduced to two Dreadnoughts, and may not build any additional Dreadnoughts. Players who had more than two Dreadnought at the time the Law passed, must destroy all in excess of two.

Card: Industry Leader

The Industry Leaders do not receive 10 credits when themselves buying an additional advance in the category in which they lead. To be considered the Industry Leader, a player must have the highest Tech Level before the Technology phase begins.

Card: Humane Labor

The resource value of a planet is ignored when determining the production limit, though effects that modify the production limit are still effective (e.g., General Tech Level One: Industrial Efficiency.)

Card: Quarantine

Note that no planet in a homesystem may be elected for Quarantine.

Charts

Chart 1: 'Distant Suns' Domain Effects

Cross-reference the symbol in the central illustration of a Domain Counter with this table. The symbols are described in words below.

SymbolEffect
Gun symbol with (#)Place the indicated number of neutral Ground Forces on the planet. These neutral forces fight at a -1 against races with Warfare Skill.
Credit counter showing 10This planet has immediately useful resources. Receive as many credits as the counter indicates.
Binary code (00110 / 11001 / 00111)A technologically advanced society joins your scientists. Receive five times the planets Influence value as credit towards your next Tech Purchase.
FlagSettled by travellers lost in space hundreds of years ago. Roll a die. On a roll of 7 or more, these settlers are members of your race. On 6 or lower, randomly determine one of the other races in play. The chosen race places two free Ground Forces here.
FactoryYou find a race with impressive Industrial skills. For only 5 Credits you may immediately place a Spacedock here.
BiohazardHostile environment requires terraforming. The first Ground Force to land here is always destroyed. The first successful Invader may not utilize this planet's Influence or Resources for two turns; the counter is then discarded.
Psychic eyeThe Psychic Frogs of Gamma Eridius. The invading player's influence is reduced to zero for one complete turn.
Radiation warning triangle

Complete Game Sequence

Including all expansions:

  1. Progression Phase
  2. Propaganda Phase
    • Martial Law
    • Sway
    • Rebellion
  3. Market Phase
  4. Assassin Phase
  5. Political Phase
  6. Draw Action Cards
  7. Receive Credits
  8. Purchase Units
  9. Individual Turns
    • Movement
    • Space Battles
    • Invasion Combat
  10. Receive Trade Income
  11. Technology Phase
  12. Place New Units
61 - 64Cronos
65 - 68Lort IV
69 - 72Olergodt
73 - 76Tequ'Ran
77 - 80Vefut
81 - 82Gral
83 - 84Lazar
85 - 86Lodor
87 - 88New Albion
89 - 90Quann
91 - 92Saudor
93 - 94Tallin
95 - 96Tar'Mann
97 - 98Thibah
99 - 00Wellon
The planet's unexpected highly radioactive atmosphere kills all of the initial invading Ground Forces. Remove this counter after the first invasion attempt.
Spice plantThis planet has intoxicating spices. By controlling this planet you receive two additional income for each of your Trade Agreements. You must roll a die during each 'Collect Trade Income' phase. On a roll of '0' you loose one Ground Force on the planet.
Wormhole (swirl)A Wormhole is forming near this planet. If another Wormhole counter is discovered, a passage forms between them. The invader must discard all Action Cards and draw five new ones. The Yssaril's special skill may not be used when drawing these.
Crossed swordsThe level of feuding among the local population is immense. This planet starts with a 'Discontent' Status Counter, and can never have a Status higher than 'Neutral'.
Empty circleThe Invasion progresses without any significant problems.