Rule numbers

495 references
1.1Rule referenceIf information in this Rules Reference contradicts the Learn to a Such an ability typically modifies or replaces the timing Play booklet, the Rules Reference takes precedence....1.2Rule referenceIf a card ability contradicts information in the Rules Reference, 1.16 Effects that occur “when” an event happens take priority over the card takes precedence. If both the card...1.3Rule referenceEach ability describes when and how a player can resolve it. effect that occurs before the word “then” or they cannot resolve the effect that occurs after the word “then.” a If...1.4Rule referenceIf a card has multiple abilities, each ability is presented as its combat. own paragraph.1.5Rule referenceIf an ability contains the word “Action,” a player must use a same time during the action phase, each player takes a turn component action during the action phase to resolve...1.6Rule referenceIf an ability uses the word “cannot,” that effect is absolute. each ability that they wish to resolve during that window. a If two abilities use the word “cannot,” a persistent...1.7Rule referenceWhen a player resolves an ability, they must resolve the ability proceeding clockwise. This process continues until each player in its entirety. Any parts of the ability...1.8Rule referenceAbilities on components that remain in play are mandatory 1.22 The opening paragraph of each ability found on an action card unless those abilities use the word “may.”...1.9Rule referenceIf an ability has multiple effects separated by the word “and,” a 1.23 The opening paragraph of most abilities found on promissory player must resolve as many of the ability’s...1.10Costs1.11Rule referenceSome abilities have a cost that is followed by an effect. The resolve these abilities during the agenda phase after players cost of an ability is separated from the effect by...1.12Rule referenceSome examples of an ability’s cost include spending resources, abilities provide players with perpetual effects. spending trade goods, spending command tokens, exhausting...1.13Timing1.14Rule referenceIf the timing of an ability uses the word “before” or “after,” the ability’s effect occurs immediately before or after the described timing event, respectively. a For example,...1.15Rule referenceIf the timing of an ability uses the word “when,” the ability’s effect occurs at the moment of the described timing event. a Such an ability typically modifies or replaces the...1.16Rule referenceEffects that occur “when” an event happens take priority over effects that occur “after” an event happens.1.17Rule referenceIf an ability uses the word “then,” a player must resolve the1.18Rule referenceEach ability can be resolved once for each occurrence of that ability’s timing event. For example, if an ability is resolved “At the start of combat,” it can be resolved at the...1.19Rule referenceIf there are multiple abilities that players wish to resolve at the1.20Rule referenceIf there are multiple abilities that players wish to resolve at takes precedence over a one-time ability and an enabling the same time during the strategy or agenda phases,...1.21Component-Specific Rules1.22Rule referenceThe opening paragraph of each ability found on an action card describes when a player can resolve that card’s ability.1.23Rule referenceThe opening paragraph of most abilities found on promissory notes describes when a player can resolve that card’s ability. a Some promissory notes have abilities that trigger...1.24Rule referenceAbilities on agenda cards correspond to an outcome. Players1.25Rule referenceEach faction has faction abilities presented on its faction sheet. Each faction’s flagship has one or more unique abilities. Some abilities provide players with perpetual...1.26Rule referenceSome units have unit abilities. These abilities are named and 2.6 The first paragraph of each action card is presented in bold presented above a unit’s attributes on a player’s...1.27Rule referenceIf a unit’s ability uses the phrase “this system” or “this planet,” 2.7 To play an action card, a player reads and resolves the card’s the ability is referring to the system or...2.1Rule referenceEach player draws one action card during each status phase. 3.3 After a player has passed, they have no further turns and cannot perform additional actions during that action...2.2Rule referencePlayers can draw action cards by resolving the primary and a During a turn that a player passes, they can resolve secondary abilities of the “Politics” strategy card....2.3Rule referenceWhen a player draws an action card, they take the top card b A player that has passed can still resolve the secondary from the action card deck and add it to their hand of...2.4Rule referenceEach player’s hand can have a maximum of seven action cards. If a player ever has more than seven action cards, that actions during an action phase if all other players have...2.5Rule referenceA player’s action cards remain hidden from other players until those cards are played. pass until they have exhausted both of their strategy cards.3.1Rule referenceDuring a player’s turn, they may perform one of the following three types of actions: a strategic action, a tactical action, or a component action. The 1X had scarcely...3.2Rule referenceIf a player cannot perform an action, they must pass.3.4Rule referenceA player cannot pass until they have performed the strategic a player’s hand can have. action of their strategy card. a During a three-player or four-player game, a player cannot3.5Rule referenceAfter all players have passed, play proceeds to the status phase. RELATED TOPICS: Component Action, Game Round, Status Phase,5.1Rule referenceWhen a player performs a tactical action, they activate a system 7.3 When resolving a law, if a “For” outcome received the most by placing a command token from their tactic...5.2Rule referenceA player cannot activate a system that already contains one of area or in a player’s play area, as dictated by the card. their command tokens.5.3Rule referenceA player can activate a system that contains command tokens play area, that player owns that law. that match other players’ factions.5.4Rule referenceA system remains the active system for the duration of the in effect. Place that card on the top of the agenda card discard tactical action during which it was activated. pile....6.1Rule referenceA system that has a wormhole is treated as being adjacent to a RELATED TOPICS: Agenda Phase, Attach, Victory Points6.2Rule referenceA unit or planet is adjacent to all system tiles that are adjacent to the system tile that contains that unit or planet. a A system is not adjacent to itself.6.3Rule referenceA planet is treated as being adjacent to the system that contains that planet.6.4Rule referenceSystems that are connected by lines drawn across one or more hyperlane tiles are adjacent for all purposes. RELATED TOPICS: Hyperlanes, Movement, Neighbors, Wormhole7.1Rule referenceThere are two types of agenda cards: laws and directives. The active system is the system that is activated during a tactical7.2Rule referenceLaws can permanently change the rules of the game. action.7.4Rule referenceIf a law is in a player’s play area as opposed to the common7.5Rule referenceIf a law is discarded from play, that law’s ability is no longer8.1Rule referencePlayers skip the agenda phase during the early portion of each game. After the custodians token is removed from Mecatol 8.13 Trade goods cannot be spent to cast votes. Rex, the...8.2Rule reference1—FIRST AGENDA: Players resolve the first agenda by an outcome. These votes cannot be cast for a different outcome following these steps in order: than other votes cast by that...8.3Rule reference2—SECOND AGENDA: Players repeat the “First if no outcome receives any votes, the speaker decides which of Agenda” step of this phase for a second agenda. the tied outcomes to...8.4Rule reference3—READY PLANETS: Each player readies each of their a The speaker’s decision is not a vote. exhausted planets. Then, a new game round begins starting8.5Rule reference8.21 If a directive or an “Against” outcome of a law was resolved, When voting during the agenda phase, a player can cast votes for a that card is placed in the agenda discard...8.6Rule referenceTo cast votes, a player exhausts any number of their planets and predict an outcome, a player declares aloud the outcome they chooses an outcome. The number of votes cast for...8.7Rule referenceA player cannot cast votes for multiple outcomes of the same b After resolving the outcome of the agenda, any abilities that agenda. Each vote a player casts must be for the...8.8Rule referenceSome agendas have “For” and “Against” outcomes. When a RELATED TOPICS: Custodians Token, Game Round, Influence player casts votes on such an agenda, that player must cast their...8.9Rule referenceSome agendas instruct players to elect either a player or a planet. When a player casts votes for such an agenda, that An anomaly is a system tile that has unique rules. player...8.10Rule referenceWhen electing a player, a player can cast votes for themselves. 9.2 There are four types of anomalies: asteroid fields, nebulae, supernovas, and gravity rifts. a When resolving...8.11Rule referenceWhen electing a planet, a player must cast votes for a planet that is controlled by a player. Each type of anomaly is identified by its art, as follows: 9.38.12Rule referenceWhen casting votes, a player must declare aloud the outcome change the rules of the game. for which their votes are being cast.8.13Rule referenceTrade goods cannot be spent to cast votes.8.14Rule referenceA player may choose to abstain by not casting any votes.8.15Rule referenceSome game effects allow a player to cast additional votes for8.16Rule referenceIf a player cannot vote on an agenda because of a game effect, from the top of the agenda deck and reads it aloud to that player cannot cast votes for that agenda by exhausting...8.17Outcomes8.18Rule referenceTo resolve an outcome, the speaker follows the instructions on the agenda card.8.19Rule referenceIf there is a tie for the outcome that received the most votes, or if no outcome receives any votes, the speaker decides which of the tied outcomes to resolve. a The speaker’s...8.20Rule referenceIf an “Elect” or “For” outcome of a law was resolved, that card with the strategy phase. remains in play and permanently affects the game.8.21Rule referenceIf a directive or an “Against” outcome of a law was resolved, that card is placed in the agenda discard pile.8.22Rule referenceSome game effects instruct a player to predict an outcome. To9.4Rule referenceAbilities can cause a system tile to become an anomaly; that a The attached card maintains its exhausted or readied state. system tile is an anomaly in addition to its other...9.5Rule referenceAbilities can cause a system to be two different anomalies; that attached to that planet card and remove the corresponding system has the properties of both anomalies....10.1Rule reference1—Each player rolls dice for each of their units in the RELATED TOPICS: Defender, Invasion, Space Combat combat that has the “Anti-Fighter Barrage” ability; this is called an...10.2Rule reference2:—Each player must choose and destroy one of their fighters in the active system for each hit their opponent’s anti- fighter barrage roll produced. a If a player has to assign...11.1Rule referenceA ship cannot move through or into an asteroid field. RELATED TOPICS: Anomalies12.1Rule referenceTo attach a card to a planet card, a player places the card with the attach effect partially underneath the planet card.12.2Rule referenceIf a player gains or loses control of planet that contains a card Supernova Gravity Rift with an attach effect, the attached card stays with that planet.12.3Rule referenceWhen a card is attached to a planet card, place the Nebula, Supernova, System Tiles corresponding attachment token on that planet on the game board.14.1Rule referenceA player cannot use a blockaded unit to produce ships; that player can still use a blockaded unit to produce ground forces.14.2Rule referenceWhen a player blockades another player’s space dock, if the blockaded player has captured any of the blockading player’s units, those units are returned to the blockading...15.1Rule reference1— The active player chooses which planet each of their excess units are removed and returned to that player’s units that has a “Bombardment” ability will bombard. Then,...15.2Rule reference2— The player who controls the planet that is being reinforcements instead of on the capturing player’s faction bombarded chooses and destroys one of their ground forces on...16.1Rule referenceA unit’s capacity value indicates the maximum combined c When a captured fighter or infantry is returned, it is placed number of fighters and ground forces that it can...16.2Rule referenceThe combined capacity values of a player’s ships in a system 17.5 While a unit is captured, it cannot be produced or placed by its determine the number of fighters and ground...16.3Rule referenceIf a player has more fighters and ground forces in the space that player cannot capture units from the blockading players. area of a system than the total capacity of that...16.4Rule referenceFighters and ground forces are not assigned to specific ships, bombardment roll. A hit is produced for each die roll that is except while they are being transported. equal to...17.1Rule referenceIf a player captures a non-fighter ship or mech, they place it on their faction sheet. When such a unit is returned, it is placed into the reinforcements of the original owner.17.2Rule referenceA captured non-fighter ship or mech is returned under the rolls do not affect bombardment rolls. following circumstances: d Multiple planets in a system may be bombarded, but a...17.3Rule referenceIf a player captures a fighter or infantry, it is placed in its17.4Rule referenceCaptured fighters and infantry do not belong to any player and ground forces, the excess hits have no effect. are returned only when an ability instructs the capturing player...17.5Rule referenceWhile a unit is captured, it cannot be produced or placed by its original owner until it is returned.17.6Rule referenceIf one or more of a player’s space docks is being blockaded,18.1Rule referenceDuring combat, if a unit’s combat roll produces a result equal a If a player would gain a command token but has none to or greater than its combat value, it produces a hit....18.2Rule referenceIf a unit’s combat value contains two or more burst icons, that command token. instead of rolling a single die, the player rolls one die for each b If a game effect would place...19.1Rule referenceThe pools on the command sheet are where players place their command tokens. Command tokens in a player’s pools are used by that player to perform strategic and tactical...19.2Rule referenceThe trade good area on the command sheet is where a player their reinforcements instead. Any effects that resolve by placing places their trade good tokens; trade tokens in a...19.3Rule referencePlayers who are familiar with the game can hide the quick reference by placing that portion of the command sheet under their faction sheets. 21 COMMODITIES RELATED TOPICS:...20.1Rule referenceEach player begins the game with eight tokens on their so that the amount of commodities that player has equals the command sheet: three in their tactic pool, three in their...20.2Rule referenceWhen a player gains a command token, they choose which of their three pools to place it in.20.3Rule referenceA player is limited by the amount of command tokens in their sheets and unit upgrade technology cards. reinforcements.20.4Rule referenceDuring the action phase, a player can perform a tactical action by spending a command token from their tactic pool; they place the command token in a system.20.5Rule referenceAfter a player performs a strategic action during the action phase, each other player can resolve the secondary ability of that strategy card by spending a command token from...20.6Rule referenceIf a game effect would place a player’s command token in a system where they already have one, they place the token in their reinforcements instead. Any effects that resolve by...21.1Rule referenceCommodities and trade goods are represented by opposite sides of the same token.21.2Rule referenceThe commodity value on a player’s faction sheet indicates the maximum number of commodities that player can have.21.3Rule referenceWhen an effect instructs a player to replenish commodities, that player takes the number of commodity tokens necessary21.4Rule referenceWhen a player replenishes commodities, that player takes the commodity tokens from the supply.21.5Rule referencePlayers can trade commodities following the rules for 23.2 TOKENS: Tokens are limited to those included in the game, transactions. When a player receives a commodity from...21.6Rule referenceAny game effect that instructs a player to give a commodity to A player can remove any number of their units in this another player causes that commodity to be converted into a...21.7Rule referenceA player cannot spend commodities unless otherwise specified; a player can only trade them during a transaction. b When producing a fighter or infantry unit, a player can use a...21.8Rule referenceCommodity tokens come in values of one and three. A player supply instead of a plastic piece. These tokens must be can swap between these tokens as necessary. accompanied by at...22.1Rule referenceComponent actions can be found on various game components, including action cards, technology cards, leaders, exploration 24 CONSTRUCTION (STRATEGY CARD) cards, relics,...22.2Rule referenceTo perform a component action, a player reads the action’s text 24.1 During the action phase, if the active player has the and follows the instructions as described....22.3Rule referenceA component action cannot be performed if its ability cannot be completely resolved. 24.2 To resolve the primary ability on the “Construction” strategy card, the active player...22.4Rule referenceIf a component action is canceled, it does not use that player’s dock on a planet they control. Then, that player may place an action. additional PDS on a planet they control....23.1Rule referenceDICE: Dice are limitless. If a player needs to roll more dice than the game provides, that player should roll as many as possible, record the results, and then reroll dice as...23.2Rule referenceTOKENS: Tokens are limited to those included in the game, except for the following: • Control Tokens • Fighter Tokens • Trade Good Tokens • Infantry Tokens23.3Rule referenceIf any of the above tokens are depleted, players can use a good token. suitable substitute, such as a coin or bead. b A player can trade commodity tokens before resolving a23.4Rule referenceUNITS: Units are limited to those included in the game, except game effect that allows them to replenish commodities. for fighters and ground forces. c If a game effect...23.5Rule referenceCARDS: When a deck is depleted, players shuffle the deck’s discard pile and place it facedown to create a new deck. RELATED TOPICS: Producing Units, Units24.1Rule referenceDuring the action phase, if the active player has the “Construction” strategy card, they can perform a strategic action to resolve that card’s primary ability.24.2Rule referenceTo resolve the primary ability on the “Construction” strategy card, the active player may place either one PDS or one space dock on a planet they control. Then, that player may...24.3Rule referenceAfter the active player resolves the primary ability of the 25.6 A player can lose control of a planet through some game “Construction” strategy card, each other player,...24.4Rule referenceWhen a player places either a PDS or space dock using the Cost is an attribute of some units that is presented on faction sheets “Construction” strategy card, they take that...25.1Rule referenceWhen a player gains control of a planet, they take the planet Mecatol Rex. The token represents the caretakers card that corresponds to that planet and place it in their play...25.2Rule referenceA player cannot gain control of a planet that they already control. a If a player cannot commit ground forces to land on Mecatol Rex, they cannot remove the custodians token.25.3Rule referenceWhile a player controls a planet, that planet’s card remains in their play area until they lose control of that planet. 27.3 When a player removes the custodians token from...25.4Rule referenceA player can control a planet that they do not have any units their play area. Then, they gain one victory point. on; that player places a control token on that planet to mark...25.5Rule referenceA player loses control of a planet if they no longer have units including the game round during which the custodians token on it and another player has units on it. was removed...25.6Rule referenceA player can lose control of a planet through some game effects.25.7Rule referenceIf a player loses control of a planet that contains their control token, they remove their control token from the planet. RELATED TOPICS: Attach, Exhausted, Invasion, Planets26.1Rule referenceTo produce a unit, a player must spend a number of resources a If a player does not have the unit in their reinforcements, equal to or greater than the cost of the unit they...26.2Rule referenceIf the cost is accompanied by two icons—typically for fighters and ground forces—a player produces two of that unit for that cost.26.3Rule referenceIf a unit does not have a cost, it cannot be produced. RELATED TOPICS: Initiative Order, Strategic Action, Strategy27.1Rule referenceUnits can move into the system that contains Mecatol Rex following normal rules; however, players cannot commit ground forces to land on Mecatol Rex until the custodians token...27.2Rule referenceBefore the “Commit Ground Forces” step of an invasion, the c When a player gains control of a planet that is not already active player can remove the custodians token from...27.3Rule referenceWhen a player removes the custodians token from Mecatol Rex, they take the token from the game board and place it in their play area. Then, they gain one victory point.27.4Rule referenceAfter a player removes the custodians token from Mecatol Rex, the agenda phase is added to all subsequent game rounds, including the game round during which the custodians...28.1Rule referencePlayers can make deals with each other at any time, even if they are not neighbors. However, deals that include a transaction must follow the rules for transactions, including...28.2Rule referenceDeals are binding or non-binding according to the conditions of the deal.28.3Rule referenceIf the terms of a deal can be resolved immediately, it is a binding deal. When a deal is binding, a player must adhere to the terms of the agreement and whatever transactions,...28.4Rule referenceIf the terms of a deal cannot be resolved immediately, it is a non-binding deal. When a deal is non-binding, a player does not have to adhere to any part of the agreement....30.1Rule referenceA player can use a unit’s deploy ability when the ability’s conditions are met to place that unit on the game board. a A player does not have to spend resources to deploy a...30.2Rule referenceA player can only resolve a deploy ability to place a unit that is in their reinforcements. a If there are no units that have a deploy ability in a player’s reinforcements, the...30.3Rule referenceA unit’s deploy ability can be resolved only once per timing window. RELATED TOPICS: Abilities, Mechs, Reinforcements,31.1Rule referenceWhen a player assigns hits that were produced against their units, that player chooses a number of their units to be destroyed equal to the number of hits produced against...31.2Rule referenceIf a player’s unit is removed from the board by a game effect, it is not treated as being destroyed; effects that trigger when a unit is destroyed are not triggered. RELATED...32.1Rule referenceDuring the action phase, if the active player has the “Diplomacy” strategy card, they can perform a strategic action to resolve that card’s primary ability.32.2Rule referenceTo resolve the primary ability on the “Diplomacy” strategy card, the active player chooses a system that contains a planet they control other than the Mecatol Rex system; each...32.3Rule referenceAfter the active player resolves the primary ability of the “Diplomacy” strategy card, each other player, beginning with the player to the left of the active player and...33.1Rule referenceA player is eliminated when they meet all of the following three conditions: a The player has no ground forces on the game board. b The player has no unit that has...33.2Rule referenceWhen a player becomes eliminated, all of the units, command tokens, control tokens, promissory notes, technologies, command sheets, and the faction sheet that matches that...33.3Rule referenceWhen a player becomes eliminated, all agenda cards they own are discarded.33.4Rule referenceWhen a player becomes eliminated, each promissory note they have that matches another player’s faction or color is returned to that player. a Promissory notes that match the...33.5Rule referenceWhen a player becomes eliminated, each action card in their 34.2 During the “Ready Cards” step of the status phase, each player hand is discarded. readies all of their...33.6Rule referenceWhen a player becomes eliminated, their strategy cards are returned to the common play area whether those cards have 34.3 A player exhausts their planet cards to spend either...33.7Rule referenceWhen a player becomes eliminated, their secret objectives 34.4 Abilities, including some found on technology cards, may are shuffled back into the secret objective deck whether...33.8Rule referenceIf the speaker becomes eliminated, the speaker token passes to a Passive abilities on an exhausted card are still in effect the player to the speaker’s left. while that card is...33.9Rule referenceIf a game that started with five or more players becomes a 34.5 After a player performs a strategic action, they exhaust the game with four or fewer players due to elimination,...33.10Rule referenceWhen players are eliminated, faction-specific components33.11Rule referenceIf a player becomes eliminated, any units they have captured are returned to the reinforcements of their original owners. RELATED TOPICS: Agenda Card, Control, Ground Forces,34.1Rule referenceTo exhaust a card, a player flips the card facedown.34.2Rule referenceDuring the “Ready Cards” step of the status phase, each player readies all of their exhausted cards by flipping those cards faceup.34.3Rule referenceA player exhausts their planet cards to spend either the resources or influence on that card.34.4Rule referenceAbilities, including some found on technology cards, may instruct a player to exhaust a card to resolve those abilities. If a card is already exhausted, it cannot be exhausted...34.5Rule referenceAfter a player performs a strategic action, they exhaust the strategy card that corresponds to that action. RELATED TOPICS: Influence, Planets, Resources, Status Phase35.1Rule referenceWhen a player takes control of a planet that is not already controlled by another player, they explore that planet.35.2Rule referenceWhen a player explores a planet, they draw and resolve a card from the exploration deck that corresponds to that planet’s trait.35.3Rule referenceCertain abilities may allow a planet to be explored multiple a If the player cannot replace the token, the unit is destroyed. times.35.4Rule referencePlayers can explore space areas that contain frontier tokens if swap between these tokens as necessary. they own the “Dark Energy Tap” technology or if another game RELATED...35.5Rule referenceWhen a player explores a frontier token, they draw and resolve a card from the frontier exploration deck. 37.1 The number of command tokens in a player’s fleet pool indicates...35.6Rule referenceAfter a frontier token is explored, it is discarded and returned to player can have in a system. the supply. a Units that are on planets or that count against a player’s35.7Rule referenceTo resolve an exploration card, a player reads the card, makes capacity do not count against that player’s fleet pool. any necessary decisions, and resolves its ability. If the...35.8Rule referenceIf a player resolves an exploration card that has an “attach” 37.3 If at any time the number of a player’s non-fighter ships in a header, they attach that card to the planet...35.9Rule referenceIf a player resolves an exploration card that has “relic fragment” in the title, they place that card faceup in their play 37.4 Players do not spend command tokens from this...36.1Rule referenceWhen producing a fighter unit, a player can use a fighter token from the supply instead of a plastic piece.36.2Rule referencePlayers can replace their plastic fighters with tokens at any time.36.3Rule referenceIf a player ever has a fighter token in a system that does not contain one of their plastic fighters, that player must replace it with a plastic fighter from their...36.4Rule referenceFighter tokens come in values of one and three. A player can37.1Rule referenceThe number of command tokens in a player’s fleet pool indicates the maximum number of non-fighter ships that a player can have in a system. a Units that are on planets or that...37.2Rule referencePlayers place command tokens in their fleet pools with the ship silhouette faceup.37.3Rule referenceIf at any time the number of a player’s non-fighter ships in a system exceeds the number of tokens in that player’s fleet pool, they choose and remove excess ships in that...37.4Rule referencePlayers do not spend command tokens from this pool unless a game effect specifically allows it. RELATED TOPICS: Capacity, Command Sheet, Command Tokens,38.1Rule referenceFrontier tokens are placed on the game board during setup. One frontier token is placed in each system that does not contain any planets. a Frontier tokens are not placed on...39.1Rule referenceThe game board consists of all system tiles that were placed RELATED TOPICS: Anomalies, Movement during setup, even if the sides of those tiles do not touch any other system...39.2Rule referenceA system tile is on the edge of the game board if any of its sides During the “Ground Combat” step of an invasion, if the active are not touching another system tile. player...40.1Rule referencePlayers skip the agenda phase during the early portion of each a When a unit is destroyed, the player who controls that game. After the custodians token is removed from Mecatol...40.2Rule referencePlayer turns occur during the action phase.40.3Rule referenceAbilities that last until the end of a player’s turn do not persist the planet, players resolve a new combat round starting with the for the duration of a game round or into...41.1Rule referenceA ship that will move out of or through a gravity rift at any window. time during its movement, applies +1 to its move value. c After a combat ends, the player with one or more...41.2Rule referenceFor each ship that would move out of or through a gravity rift, one die is rolled immediately before it exits the gravity rift winner; the combat ends in a draw. system; on a...41.3Rule referenceA gravity rift can affect the same ship multiple times during a single movement.41.4Rule referenceA system that contains multiple gravity rifts is treated as a The game board consists of all system tiles in play. single gravity rift.42.1Rule reference1—ROLL DICE: Each player rolls one die for each ground force they have on the planet; this is a combat roll. If a unit’s combat roll produces a result that is equal to or...42.2Rule reference2—ASSIGN HITS: Each player in the combat must 3. Status Phase choose one of their own ground forces on the planet to be 4. Agenda Phase destroyed for each hit result their...42.3Rule referenceAfter assigning hits, if both players still have ground forces on42.4Rule referenceGround combat ends when only one player (or neither player) before the next player’s turn begins. has ground forces on the planet. RELATED TOPICS: Action Phase, Agenda Phase,...43.1Rule referenceGround forces are always on planets, in a space area with ships that have capacity values, or being transported by those ships.43.2Rule referenceGround forces being transported by a ship are placed in a system’s space area along with the ship that is transporting them.43.3Rule referenceThere is no limit to the number of ground forces a player can have on a planet. RELATED TOPICS: Capacity, Control, Infantry Tokens, Mechs,44.1Rule referenceSystems that are connected by lines drawn across one or more RELATED TOPICS: Fighter Tokens, Producing Units hyperlane tiles are adjacent for all purposes.44.2Rule referenceHyperlane tiles are not systems. They cannot have units on them and they cannot be targets for effects or abilities. Influence represents a planet’s political power. Players...45.1Rule referenceDuring the action phase, if the active player has the “Imperial” planet’s card. strategy card, they can perform a strategic action to resolve that card’s primary ability. 47.3...45.2Rule referenceTo resolve the primary ability on the “Imperial” strategy card, a Players cannot spend trade goods to cast votes during the the active player can score one public objective of...45.3Rule referenceAfter the active player resolves the primary ability of the Initiative order is the order in which players resolve steps of the “Imperial” strategy card, each other player,...45.4Rule referenceIf a player has more than three secret objective cards after number 0. drawing a secret objective, they must choose one of their unscored secret objectives and return it to the...46.1Rule referenceWhen producing an infantry unit, a player can use an infantry token from the supply instead of a plastic piece.46.2Rule referencePlayers can replace their plastic infantry with tokens at any time.46.3Rule referenceIf a player ever has an infantry token on a planet that does not contain one of their plastic infantry or in the space area of a system that does not contain one of their...46.4Rule referenceInfantry tokens come in values of one and three. A player can Hyperlanes are tiles that are used in some game board setups to create swap between these tokens as necessary....47.1Rule referenceA planet’s influence is the rightmost value (surrounded by a The “Imperial” strategy card allows players to score victory points blue border) found on the planet’s system tile...47.2Rule referenceA player can spend a planet’s influence by exhausting that47.3Rule referenceA player can spend a trade good as if it were one influence. a Players cannot spend trade goods to cast votes during the agenda phase. RELATED TOPICS: Agenda Phase, Exhausted,...48.1Rule referenceInitiative order is determined by the initiative numbers on strategy cards. a A player who has the Naalu “0” token has the initiative number 0.48.2Rule referenceInitiative order begins with the player who has the lowest- numbered strategy card and proceeds to the player who has the strategy card that is next in numerical order. a Only...48.3Rule referenceWhen playing with three or four players, a player’s initiative is c A player cannot gain control of a planet they already determined only by their lowest-numbered strategy...49.1Rule reference1—BOMBARDMENT: The active player may use the “Bombardment” ability of any of their units in the active Each player has a leader sheet that contains slots for their faction’s...49.2Rule reference2—COMMIT GROUND FORCES: If the active player has ground forces in the space area of the active system, that player may commit any number of those ground forces to land on any...49.3Rule reference3—SPACE CANNON DEFENSE: If the active player 50.2 The mech slot of the leader sheet is where players place their commits any ground forces to a planet that contains units mech...49.4Rule reference4—GROUND COMBAT: If the active player has ground 51 LEADERS forces on a planet in the active system that contains another Each player has several faction-specific leader cards...49.5Rule reference5—ESTABLISH CONTROL: The active player gains control of each planet they committed ground forces to if that 51.2 A player’s leaders are placed on their leader sheet during...50.1Rule referenceThe leader slots of the leader sheet are where players place their three leader cards during setup. Each slot displays the name of the type of leader that is placed in that...50.2Rule referenceThe mech slot of the leader sheet is where players place their mech unit cards during setup.50.3Rule referencePlayers who are familiar with the game can hide the quick reference by placing that portion of the leader sheet under their faction sheets. RELATED TOPICS: Leaders, Mechs51.1Rule referenceEach faction has three leaders; one agent, one commander, and a If players must resolve a combat on more than one planet, one hero. the active player chooses the order in which...51.2Rule referenceA player’s leaders are placed on their leader sheet during setup. a Each leader card is placed on the slot that matches its type. The leader cards are placed so that the hash...51.3Rule reference52 LEADERSHIP (STRATEGY CARD)51.4Rule referenceAn agent does not need to be unlocked and EMISSARY TAIVRA begins the game in a readied state. They can THE AZURE WHISPER After any player activates a system that contains a The...51.5Commanders51.6Rule referenceA commander must be unlocked to use its SAI SERAVUS GATEWARDEN51.7Rule referenceA commander cannot be exhausted. Legendary planets grant the player that THE ATRAMENT controls them unique, planet-specific abilities. LEGENDARY—PRIMOR51.8Rule referenceThe “Alliance” promissory note allows a player to share their You may exhaust this card commander’s ability with another player. at the end of your turn to51.9Heroes51.10Rule referenceA hero needs to be unlocked to use their RIFTWALKER MEIAN SHALERI GUARDIAN a If a player gains control of a legendary planet Legendary abilities. A player unlocks their hero if...51.11Rule referenceA hero cannot be exhausted. Mecatol Rex is the planet placed in the center of the game board during setup.51.12Rule referenceA hero is purged after its abilities are resolved.52.1Rule referenceDuring the action phase, if the active player has the step of the status phase. “Leadership” strategy card, they can perform a strategic action to resolve that card’s primary...52.2Rule referenceTo resolve the primary ability on the “Leadership” strategy abilities. A player unlocks their commander UNLOCK: Have units in 3 systems that contain alpha or beta wormholes ....52.3Rule referenceAfter the active player resolves the primary ability of the condition. “Leadership” strategy card, each other player, beginning with the player to the left of the active player...52.4Rule referenceWhen a player gains command tokens, that player places each token on their command sheet in the pool of their choice. RELATED TOPICS: Command Sheet, Command Tokens, Influence,53.1Rule referenceA legendary planet is indicated by the place up to 2 infantry from your reinforcements on any planet you control . legendary planet icon. a A commander’s owner can still use...53.2Rule referenceWhen a player gains control of a promissory note. legendary planet, they also place its THE ATR legendary planet ability card in their play area. LEGEND53.3Rule referencePlayers can use the abilities on the legendary planet ability scored objectives; these can be any combination of secret cards in their play area. objectives and public objectives.53.4Rule referenceIf a legendary planet’s planet card is purged, its corresponding b Victory points do not count toward unlocking heroes. legendary planet ability card is also purged. c After a...54.1Rule referenceDuring setup, the custodians token is placed on Mecatol Rex. This a The Titans of Ul’s hero is not purged; it is attached to the token prevents a player from committing ground...55.1Rule referenceMechs are a type of ground force and can be transported and following rules: participate in ground combat. a The ship must end its movement in the active system.55.2Rule referenceEach player begins with their mech unit card in play on their b The ship cannot move through a system that contains ships leader sheet and can produce mechs for the cost...55.3Rule referenceSome mechs have “Deploy” abilities which allow a player system that contains one of its faction’s command tokens. to place them on the game board without producing them...55.4Rule referenceMech unit cards are not technologies. e The ship can move out of the active system and back into it RELATED TOPICS: Deploy, Ground Combat, Ground Forces,56.1Rule referenceA modifier is always preceded by the word “apply” followed by a numerical value. 58.6 The active player declares which of their ships are moving before any ships move. Those...56.2Rule referenceA modifier value preceded by a “+” is added to the attribute simultaneously. or result being modified; a modifier value preceded by a “-” is subtracted from the attribute or...57.1Rule referenceA unit’s move value indicates the distance from its current RELATED TOPICS: Action Phase, Active System, Capacity, Space58.2Rule reference59.2 A ship that begins the “Movement” step of a tactical action in a58.3Rule referenceA ship’s move value is presented along with its other attributes nebula treats its move value as “1” for the duration of that step. on faction sheets and unit upgrade...58.4Rule reference1—MOVE SHIPS: A player can move any number Mechs are unique, faction-specific heavy ground forces. of their eligible ships into the active system, obeying the58.5Rule referenceWhen a ship with a capacity value moves or is moved, it may transport ground forces and fighters.58.6Rule referenceThe active player declares which of their ships are moving before any ships move. Those ships arrive in the active system simultaneously.58.7Rule reference2—SPACE CANNON OFFENSE: After the “Move Ships” step, players can use the “Space Cannon” abilities of their units in the active system.58.8Ability Movement58.9Rule referenceIf an ability moves a unit outside of the “Movement” step of a Move is an attribute of some units that is presented on faction sheets tactical action, players follow the rules...59.1Rule referenceA ship can only move into a nebula if it is the active system. A player can move their ships by resolving a tactical action during the action phase. Additionally, some...59.2Rule referenceA ship that begins the “Movement” step of a tactical action in a nebula treats its move value as “1” for the duration of that step. a Other abilities and effects can increase...59.3Rule referenceIf a space combat occurs in a nebula, the defender applies +1 to each combat roll of their ships during that combat. RELATED TOPICS: Anomalies60.1Rule referencePlayers can resolve transactions with their neighbors. reducing the number of command tokens in their fleet pool is not treated as destroying a unit.60.2Rule referencePlayers are neighbors if the adjacency of systems is granted by a wormhole. 61.10 Players can score some objectives by spending resources, influence, or tokens, as described by...60.3Rule referencePlayers are neighbors with the Ghosts of Creuss if the Ghosts score such an objective, a player must pay the specified cost at of Creuss’ “Quantum Entanglement” faction ability...61.1Rule referenceThere are two types of objective cards: public objectives and objective’s card. Then, that player advances secret objectives. their control token on the victory point track a...61.2Rule referenceEach objective card indicates a number of victory points that a objective cards that the speaker places facedown near the player gains by scoring that objective. victory point...61.3Rule referenceEach objective card indicates the phase during which a player a The speaker reveals two of the stage I objective cards can score that objective—the status, action, or agenda...61.4Rule referenceEach objective card describes the requirement a player must 61.14 During each status phase, the speaker reveals a facedown fulfill to score that objective. public objective card.61.5Rule referenceIf a player fulfills the requirement described on an objective a The speaker does not reveal stage II objective cards until all card, they can score that objective following...61.6Rule referenceA player can score a maximum of one public objective and one 61.17 SECRET OBJECTIVES secret objective during each status phase. A secret objective is an objective that is...61.7Rule referenceA player can score any number of objectives during the agenda other players until it is scored. phase or during a turn of the action phase; however, they can61.8Rule referenceA player can score each objective only once during the game. point track a number of spaces equal to the number of victory points gained.61.9Rule referenceIf an objective requires a player to destroy one or more units, those units can be destroyed by producing hits against them, playing action cards, using technology, or any...61.10Rule referencePlayers can score some objectives by spending resources, influence, or tokens, as described by the objective card. To score such an objective, a player must pay the specified...61.11Public Objectives Apublic objective is an objective that is revealed to all players.61.12Rule referenceWhen scoring a public objective, the player Players can score objectives to gain victory points. places one of their control tokens on that61.13Rule referenceEach game contains five stage I and five stage II public61.14Rule referenceDuring each status phase, the speaker reveals a facedown public objective card. a The speaker does not reveal stage II objective cards until all stage I objective cards are...61.15Rule referenceIf the speaker must reveal a facedown public objective card but all public objective cards are already revealed, the game ends immediately. a The player with the most victory...61.16Rule referenceA player cannot score public objectives if that player does not c When a player scores an objective during the agenda phase, control each planet in their home system. they can...61.17Secret Objectives Asecret objective is an objective that is controlled by one player and is hidden from all other players until it is scored.61.18Rule referenceWhen scoring a secret objective, a player only score one objective during or after each combat. reveals the objective by placing it faceup in a A player can score an objective...61.19Rule referenceA player can only score their own secret objectives; a player 64.2 A planet’s influence is indicated by the value on its planet card cannot score secret objectives revealed by...61.20Rule referenceEach player begins the game with one secret objective. 64.3 A planet’s trait has no inherent effects, but some game effects refer to a planet’s trait. There are three traits:...61.21Rule referenceEach player can have up to three total scored and unscored hazardous, and industrial. secret objectives. a If a player draws a secret objective and has more than three, that...61.22Rule referenceA player can gain secret objectives by resolving either the primary or secondary ability of the “Imperial” strategy card. 64.4 Some planets have a technology specialty, which...62.1Rule referencePlayers who do not have units on either side of a combat are resource value, influence value, and trait, if it has one. If a player not opponents. Those players cannot use...63.1Rule referenceEach PDS has the “Space Cannon” ability. RELATED TOPICS: Control, Exhausted, Influence, Legendary63.2Rule referenceThe primary way by which players acquire PDS units is Planets, Readied, Resources, System Tiles, Technology by resolving either the primary or secondary ability of the...63.3A Pdsunit is placed on a planet. Each planet can have a Units cannot use the “Bombardment” ability against a planet that maximum of two PDS units. contains a unit that has the...63.4Rule referenceIf a player’s PDS is ever on a planet that does not contain any 65.1 The “Planetary Shield” ability does not prevent a planet from of their own ground forces and contains a...64.1Rule referenceA planet’s resources are indicated by the 0 planets that contain units that have the “Planetary Shield” value on its planet card and system tile that LAZAR ability. is...64.2Rule referenceA planet’s influence is indicated by the value on its planet card and system tile that is surrounded by a blue hexagonal border.64.3Rule referenceA planet’s trait has no inherent effects, but some game effects refer to a planet’s trait. There are three traits: cultural, hazardous, and industrial.64.4Rule referenceSome planets have a technology specialty, which allows those planets to be exhausted to satisfy a prerequisite when researching technology.64.5Rule referenceSome planets are legendary planets, as indicated by the legendary planet icon. When a player gains THE ATRA 62 OPPONENT control of a legendary planet, they also gain LEGENDAR...64.6Rule referenceEach planet has a corresponding planet card that displays its name, resource value, influence value, and trait, if it has one. If a player controls a planet, they keep that...64.7Rule referenceA planet card has both a readied and exhausted state. When RELATED TOPICS: Ground Combat, Invasion, Space Combat a planet is readied, it is placed faceup. When a planet is64.8Rule referenceA player can spend a readied planet’s resources or influence.64.9Rule referenceA player cannot spend an exhausted planet’s resources or influence. RELATED TOPICS: Control, Exhausted, Influence, Legendary65.1Rule referenceThe “Planetary Shield” ability does not prevent a planet from being affected by the “X-89 Bacterial Weapon” technology.65.2Rule referenceThe “Planetary Shield” ability prevents an L1Z1X player from RELATED TOPICS: Structures, Space Cannon using their “Harrow” faction ability.65.3Rule referenceIf a war sun is in a system with any number of other players’ 64 PLANETS units that have the “Planetary Shield” ability, those units are Planets provide players with resources...66.1Rule referenceDuring the action phase, if the active player has the “Politics” in the active system the units can be placed. strategy card, they can perform a strategic action to resolve...66.2Rule referenceTo resolve the primary ability on the “Politics” strategy card, can produce and where that player can place those units. the active player resolves the following effects in...66.3Rule referenceAfter the active player resolves the primary ability of the their units in this way; however, any units that are removed “Politics” strategy card, each other player, beginning...67.1Rule referenceEach unit that a player can produce has a cost value presented on its faction sheet or technology card. To produce a unit, a During the “Production” step of a tactical action,...67.2Rule referenceIf the cost is accompanied by two icons—typically for fighters production values in that system. and infantry—a player produces two of that unit for that cost. b When producing...67.3Rule referenceWhen a player produces a unit through the use of their units’ Additionally, the active player chooses a new speaker and looks at “Production” abilities during a tactical...67.4Rule referenceWhen a player produces a unit through an ability outside of the tactical action, that ability will state how many units that player can produce and where that player can place...67.5Rule referenceA player is limited by the number of units in their ii. The active player draws two action cards. reinforcements. iii. The active player secretly looks at the top two cards of...67.6Rule referenceA player cannot produce ships in a system that contains other Speaker, Strategy Card, Strategic Action players’ ships. a Ground forces can still be produced.68.1Rule referenceA unit’s “Production” ability, which is presented on a faction sheet or unit upgrade technology card, is always followed by a value. This value is the maximum number of units...68.2Rule referenceWhen a player produces ships by using “Production,” that component can only be used once per game. player must place them in the active system.68.3Rule referenceWhen a player produces ground forces, that player must component is removed from the game and returned to the box. place those unit on planets that contain a unit that used its...68.4Rule referenceIf a player uses the “Production” ability of a unit in a space area of a system to produce ground forces, those ground forces may 70.3 When a player is intructed to purge a...69.1Rule referenceEach promissory note contains timing text and ability text. A player can resolve any of their promissory note cards by following the text on the card. a Promissory notes are...69.2Rule referenceA player cannot play their color’s or faction’s promissory notes. Since the cards are only valuable to other players, promissory notes can be traded as powerful negotiation tools.69.3Rule referencePromissory notes that are returned to a player are returned after their abilities have been completely resolved.69.4Rule referenceIf a promissory note is returned to a player, that player may give it to other players again as part of a future transaction. a An unrevealed promissory note is not subject to...69.5Rule referenceWhen resolving a transaction, a player can trade a maximum of one promissory note from their hand to another player, even if that card originally belonged to another player. a...69.6Rule referencePlayers should keep their hands of promissory notes hidden.69.7Rule referenceIf a player is eliminated, all of the promissory notes that match their color or faction are returned to the game box, including those that are in play or owned by other...70.1Rule referenceIf an ability instructs a player to purge a component, that70.2Rule referencePurged components cannot be used or otherwise returned to the game by any means.70.3Rule referenceWhen a player is intructed to purge a component, that component is purged even if its ability was only partially resolved. RELATED TOPICS: Abilities71.1Rule referenceA card that is readied is placed faceup in a player’s play area; a card that is exhausted is placed facedown in a player’s area.71.2Rule referenceA player can exhaust a readied planet card to spend resources or influence from that card’s planet.71.3Rule referenceA player can exhaust certain readied technology cards to resolve those cards’ abilities. a Such a technology will specifically instruct a player to exhaust the card as part of...71.4Rule referenceIf a card is exhausted, a player cannot resolve that card’s abilities or spend resources or influence on that card until it is readied.71.5Rule referenceDuring a “Ready Cards” step, each player readies all of their exhausted cards by flipping them faceup.71.6Rule referenceWhen a player performs a strategic action, they exhaust their chosen strategy card. a That card is later readied during the status phase. RELATED TOPICS: Abilities, Exhausted,...72.1Rule referenceThe components in a player’s reinforcements are limited. RELATED TOPICS: Command Tokens, Component Limitations,73.1Rule referencePlayers can use the abilities of hazardous, cultural, and industrial relic fragments in their play area to draw cards from the relic deck. a Relic fragments can be found when...73.2Rule referenceWhen a player is instructed to gain a relic, they draw the top card of the relic deck and place it faceup in their play area. a If there are no cards in the relic deck, they do...73.3Rule referenceA player can use the abilities of relics that are in their play area.73.4Rule referenceRelics cannot be traded. A unit that has the “Space Cannon” ability can use it during two RELATED TOPICS: Exploration, Purge different steps of a player’s tactical action:...74.1Rule referenceWhen a die is rerolled, its new result is used instead of its previous result. 77.2 SPACE CANNON OFFENSE During a tactical action, after the “Move Ships” substep of the74.2Rule referenceThe same ability cannot be used to reroll the same die multiple “Movement” step, beginning with the active player and proceeding times, but multiple abilities can be used to...74.3Rule referenceDie rerolls must occur after rolling the dice, before other abilities are resolved. 77.3 STEP 1—ROLL DICE: The player rolls dice for each of their units in the active system...75.1Rule referenceA planet’s resources are the leftmost value that is surrounded a hit, and Y is the number of dice rolled. Not all “Space by a yellow border on the planet’s system tile and...75.2Rule referenceA player spends a planet’s resources by exhausting its card. c If a player has a PDS unit upgrade technology, they can use75.3Rule referenceA player can spend a trade good as if it were one resource. the “Space Cannon” ability of their PDS units that are in RELATED TOPICS: Exhausted, Planets, Producing Units, Trade...76.1Rule referenceShips are always placed in space.76.2Rule referenceA player can have a number of ships in a system equal to or less than the number of command tokens in that player’s fleet pool. a Fighters do not count toward the fleet pool...76.3Rule referenceShips can have any number of the following attributes: cost, combat, move, and capacity. These attributes are shown on faction sheets and unit upgrade technology cards. RELATED...77.1Rule referenceA player is not required to be the active player to use their Some game effects instruct a player to reroll dice. “Space Cannon” ability of their units.77.2Rule referenceDuring a tactical action, after the “Move Ships” substep of the “Movement” step, beginning with the active player and proceeding clockwise, each player may use the “Space...77.3Rule reference1—ROLL DICE: The player rolls dice for each of their units in the active system that has the “Space Cannon” ability; this is a space cannon roll. One hit is produced for each...77.4Rule referenceThis ability can be used even if no ships were moved during the “Move Ships” step.77.5Rule reference2—ASSIGN HITS: The player whose units have been action, if two players have ships in the active system, those players targeted by “Space Cannon” must choose and destroy one of...77.6Rule reference“end of combat round” effects occur during the same timing During the invasion step of a tactical action, after ground forces window. have been committed to land on planets,...77.7Rule reference1—ROLL DICE: Each player may use the “Space Cannon” of a space combat, the players may simultaneously use the ability of each of their units on the invaded planet by rolling...77.8Rule reference2—ASSIGN HITS: The active player must choose and c A player cannot announce a retreat if there is not at least destroy one of their ground forces on the planet for each hit the...78.1Rule referenceIf the active player is the only player with ships in the system, they skip the “Space Combat” step of the tactical action and proceeds to the “Invasion” step.78.2Rule referenceIf an ability occurs “before combat,” it occurs immediately b If the active player is using the “Space Cannon” ability of before the “Anti-Fighter Barrage” step. their units,...78.3Rule reference1—ANTI-FIGHTER BARRAGE: If this is the first round78.4Rule reference2—ANNOUNCE RETREATS: Each player may c Game effects that reroll, modify, or otherwise affect combat announce a retreat, beginning with the defender. rolls do not affect space...78.5Rule reference3—ROLL DICE: Each player rolls one die for each ship a Hits can only be assigned to units that are on the same planet as the units using the “Space Cannon” ability. they have...78.6Rule reference4—ASSIGN HITS: Each player in the combat must the capacity of that player’s ships in that system, that player choose and destroy one of their own ships in the active system...78.7Rule reference5—RETREAT: If a player announced a retreat during number of units it can produce. step 2, and there is still an eligible system for their units to retreat to, they must...78.8Rule referenceAfter the “Retreat” step, if both players still have ships in the active system, those players resolve another round of space combat beginning with the “Announce Retreats” step.78.9Rule referenceSpace combat ends when only one player—or neither player— has a ship in the space area of the active system. a During the last round of a combat, “end of combat” and “end of...78.10Rule referenceAfter a combat ends, the player with one or more ships after it is rolled, that player must resolve such an ability immediately after rolling all of their dice. remaining in...79.1Rule referenceEach space dock has a “Production” ability that indicates the79.2Rule referenceThe primary way in which players acquire space docks is by resolving either the primary or secondary abilities of the “Construction” strategy card.79.3Rule referenceSpace docks are placed on planets. Each planet can have a maximum of one space dock.79.4Rule referenceIf a player’s space dock is ever on a planet that does not contain any of their ground forces and contains a unit that belongs to another player, that space dock is destroyed....80.1Rule referenceDuring the strategy phase, the speaker is the first player to of their command tokens, that player does not place an choose a strategy card. additional token there. If the...80.2Rule referenceDuring the agenda phase, the speaker reveals the top agenda card from the agenda deck before each vote. The speaker is always the last player to vote and decides which outcome...80.3Rule referenceDuring setup, the speaker prepares the objectives. 81.6 STEP 6—READY CARDS: Each player readies all of their exhausted cards, including strategy cards.80.4Rule referenceDuring the status phase, the speaker reveals a public objective.80.5Rule referenceA random player gains the speaker token during setup before damaged units by turning those units upright. the game begins.80.6Rule referenceDuring the action phase, if a player resolves the primary ability their strategy card to the common play area. Then, if a player on the “Politics” strategy card, that player...80.7Rule referenceIf the speaker is eliminated from the game, the speaker token is round begins with the strategy phase. passed to the player to the speaker’s left. RELATED TOPICS: Action Cards,...81.1Rule reference1—SCORE OBJECTIVES: Following initiative order, each player may score up to one public objective and one secret objective that can be fulfilled during the status phase. To...81.2Rule reference2—REVEAL PUBLIC OBJECTIVE: The speaker reveals an unrevealed public objective card by flipping that card faceup. a The speaker cannot reveal “Stage II” objectives until all...81.3Rule reference3—DRAW ACTION CARDS: Following initiative order, each player draws one action card.81.4Rule reference4—REMOVE COMMAND TOKENS: Each player removes all of their command tokens from the game board. Each player returns each removed token to their reinforcements.81.5Rule reference5—GAIN AND REDISTRIBUTE COMMAND TOKENS: Each player gains two command tokens. A player takes each Strategy cards determine initiative order gained token from their...81.6Rule reference6—READY CARDS: Each player readies all of their exhausted cards, including strategy cards.81.7Rule reference7—REPAIR UNITS: Each player repairs all of their81.8Rule reference8—RETURN STRATEGY CARDS: Each player returns82.1Rule referenceAfter the active player resolves the primary ability on their strategy card, each other player, beginning with the player to the left of the active player and proceeding...82.2Rule referenceAfter each player has had an opportunity to resolve a strategy card’s secondary ability, the active player exhausts their strategy card so that it is facedown—this indicates...82.3Rule referenceWhen a player is resolving either the primary or secondary abilities from a strategy card, that player resolves each of the ability’s effects from top to bottom. RELATED...83.1Rule referenceDuring the strategy phase, each player a Players should remember to check the number of their ships chooses a strategy card from the in each system after reducing the size of...83.2Rule referenceEach strategy card has a readied and an exhausted side. 7 CONDARY ABILIT SECONDARY ABILITY: SECONDARY ABILITY: ✦pend 1 to Spend 1 token from poo your strategy pool and 4...83.3Rule referenceA player can only resolve the primary ability of their own RELATED TOPICS: Game Round, Speaker, Strategy Card, Trade strategy cards. Goods83.4Rule referenceA player can only resolve the secondary ability of strategy83.5Rule referenceThere are eight strategy cards, each of which has a name and an structures. initiative number.83.6Rule referenceThe initiative number on a player’s strategy card determines the initiative order for the action phase and status phase. a The Clan of Saar’s “Floating Factory”...83.7Rule referenceA strategy card has both a primary ability and a secondary ability. These abilities are resolved during a strategic action. 85.2 Structures are primarily placed on planets...83.8Rule referenceEach strategy card exists in either the common play area or a player’s play area. 85.3 Structures cannot move or be transported. a Strategy cards in the common play area are...84.1Rule reference1—Starting with the speaker and proceeding clockwise, RELATED TOPICS: Anomalies, Movement each player chooses one strategy card from the common play area and places it faceup...84.2Rule reference2—The speaker places one trade good token from the 87.3 A damaged unit cannot use the “Sustain Damage” ability until supply on each strategy card that was not chosen. it is...85.1Rule referenceStructures are always placed on planets.85.2Rule referenceStructures are primarily placed on planets using the “Construction” strategy card.85.3Rule referenceStructures cannot move or be transported.85.4Rule referenceA player can have a maximum of one space dock on each planet.85.5Rule referenceA player can have a maximum of two PDS units on each planet.85.6Rule referenceA player cannot place a structure on a planet if it would exceed RELATED TOPICS: Construction, Diplomacy, Initiative Order, the maximum number of allowed structures of that...86.1Rule referenceA ship cannot move through or into a supernova. RELATED TOPICS: Anomalies, Movement87.1Rule referenceFor each “Sustain Damage” ability that a player uses, one hit produced by another player’s units is canceled. Then, each unit using this ability is placed on its side to...87.2Rule referenceA damaged unit does not have reduced capabilities and is functionally the same as an undamaged unit, except that it cannot use the “Sustain Damage” ability.87.3Rule referenceA damaged unit cannot use the “Sustain Damage” ability until it is repaired during the status phase or by another game effect.87.4Rule referenceA unit can use its “Sustain Damage” ability any time a hit is 89.2 STEP 2—MOVEMENT: The active player may move any produced against it. This includes hits produced during...87.5Rule referenceThe “Sustain Damage” ability cannot be used to cancel an b The player may choose to not move any ships. effect that directly destroys a unit. c After the “Move Ships” step, all...87.6Rule referenceThe Barony of Letnev’s “Non-Euclidean Shielding” faction Cannon” abilities of their units in the active system. technology allows the Letnev player’s units with the “Sustain...88.1Rule referenceThe back of each system tile is colored green, blue, or red.88.2Rule referenceSystem tiles with a green-colored back are home systems and of their unit’s “Production” abilities in the active system. faction-specific tiles. Each home system is unique to...88.3Rule referenceSystem tiles with a blue-colored back each contain one or more RELATED TOPICS: Action Phase, Active System, Anti-Fighter88.4Rule referenceSystem tiles with a red-colored back are anomalies or are Invasion, Movement, Producing Units, Transport, Space Cannon, systems that do not contain planets. Space Combat88.5Rule referencePlanets are located in systems. Ground forces and structures are usually placed on planets. 90 TECHNOLOGY88.6Rule referenceAny area on a system tile that is not a planet is space. Ships are Technology cards allow players to GRAVITON LASER SYSTEM upgrade units and acquire powerful You may exhaust...88.7Rule referenceDouble-sided tiles that have lines crossing from one edge to89.1Rule reference1—ACTIVATION: The active player must activate a “Technology” strategy card allow a player to research a system that does not contain one of their command tokens. technology. a...89.2Rule reference2—MOVEMENT: The active player may move any number of ships that have a sufficient move value from any number of systems that do not contain one of their command tokens into the...89.3Rule reference3—SPACE COMBAT: If two players have ships in the active system, those players must resolve a space combat. a If the active player is the only player with ships in the system,...89.4Rule reference4—INVASION: The active player may use their A system tile represents an area of the galaxy. Players place system “Bombardment” abilities, commit units to land on planets, and...89.5Rule reference5—PRODUCTION: The active player may resolve each90.1Rule referenceEach player places any technology another are hyperlane tiles. Hyperlane tiles are not systems. they have gained faceup near their RELATED TOPICS: Adjacency, Anomalies,...90.2Rule referenceA player does not own any technology card that is in their technology deck.90.3Rule referenceA player can gain a technology card from their technology deck by researching technology. a Both the primary and secondary abilities of the “Technology” strategy card allow a...90.4Rule referenceAny technology card that a player has not gained remains in their technology deck. A player can look through their technology deck at any time. You may exhaust this card before...90.5Rule referenceIf an ability instructs a player to gain a technology, they do not 90.12 When researching technology, a player must satisfy each research it; they take it from their technology...90.6Rule referenceSome technologies are unit upgrades. Unit upgrades share a on the technology card they wish to research. name with a unit that is printed on a player’s faction sheet. a...90.7Rule referenceEach technology that is not a unit upgrade has a colored symbol displayed in the lower-right corner of the card and on its card c Players may use certain abilities or...90.8Rule referenceMost technology cards have a column of colored symbols The Nekro Virus faction can use its faction abilities in combination displayed in the lower-left corner of the card. Each...90.9Researching Technologyhas a Valefar Assimilator token on it, the Nekro Virus player A player can research technology by resolving either the primary places that technology in their play area; it is...90.10Rule referenceTo research technology, a player gains that technology card docks must be placed on an eligible planet they control in that from their technology deck and places it in their...90.11Rule referenceA player cannot research a faction technology that does not suns are returned to their reinforcements. match their faction. 90.21 The Nekro Virus player may upgrade their units...90.12Rule referenceWhen researching technology, a player must satisfy each of a technology’s prerequisites to research it. To satisfy a technology’s prerequisites, that player must own one...90.13Technology Specialties Atechnology specialty is a technology symbol found on some a matching color when researching other technology. planets. b Unit upgrades do not have a color and do not satisfy90.14Rule referenceWhen researching technology, a player can exhaust a planet prerequisites. they control that has a technology specialty to ignore one c There are four colors of technologies as...90.15Rule referenceIf the planet card is already exhausted, it cannot be used to ignore a prerequisite. Biotic Warfare Propulsion Cybernetic90.16Valefar Assimilator90.17Rule referenceBasic units printed on faction sheets are not technologies and color of technologies a player must own to research that technology card. are not eligible targets for “Valefar...90.18Rule referenceIf a player becomes eliminated while one of their technologies90.19Rule referenceIf a Valefar Assimilator token is removed from the Saar “Floating Factory” unit upgrade, each of the Nekro Virus’ space docks must be placed on an eligible planet they control...90.20Rule referenceIf a Valefar Assimilator token is removed from a war sun unit faction sheets, covering the unit that shares a name with that upgrade and the Nekro Virus player does not have...90.21Rule referenceThe Nekro Virus player may upgrade their units with units of the same type (e.g., “dreadnought” or “infantry”) even if those unit’s names do not match. If the Nekro Virus gains...90.22Rule referenceWhen a Valefar Assimilator token is on a technology, that b The chosen players can only use the secondary ability once, technology’s color and type count toward objectives. and...91.1Rule referenceDuring the action phase, if the active player has the “Technology” strategy card, they can perform a strategic action to resolve that card’s primary ability.91.2Rule referenceTo resolve the primary ability on the “Technology” strategy card, the active player can research one technology of their 93.1 Trade goods and commodities are represented...91.3Rule referenceAfter the active player resolves the primary ability of the trade good token from the supply and place it on the trade good “Technology” strategy card, each other player,...92.1Rule referenceDuring the action phase, if the active player has the “Trade” 93.5 A player can exchange their trade goods with other players strategy card, they can perform a strategic action...92.2Rule reference1—The active player gains 3 trade goods. a That token is no longer a commodity token; it is a trade92.3Rule reference2—The active player replenishes their commodities by good token. taking the number of commodity tokens necessary to have an92.4Rule reference3—The active player chooses any number of other players. Those players use the secondary ability of this card A transaction is a way for a player to exchange commodities, trade...92.5Rule referenceAfter the active player resolves the primary ability of the “Trade” strategy card, each other player, beginning with the player to the left of the active player and proceeding...93.1Rule referenceTrade goods and commodities are represented by opposite sides of the same token.93.2Rule referenceWhen a player gains a trade good, they take a93.3Rule referenceA player can spend trade goods at any time during the game. spending one command token from their strategy pool and four resources. 93.4 A player can spend a trade good in one...93.4Rule referenceA player can spend a trade good in one of the following ways: a In place of spending one resource. b In place of spending one influence. However, trade goods cannot be spent to...93.5Rule referenceA player can exchange their trade goods with other players during a transaction.93.6Rule referenceWhen a player receives a commodity token from another “Trade” strategy card, the active player resolves the following player, the player who received that token places it in...93.7Rule referenceTrade good tokens come in values of one and three. A player amount equal to the commodity value on their faction sheet. can swap between these tokens as necessary. Then, they...94.1Rule referenceDuring the active player’s turn, they may resolve up to one a The chosen players must resolve the secondary ability of transaction with each of their neighbors. this card...94.2Rule referenceTo resolve a transaction, a player gives any number of trade goods and commodities and up to one promissory note to a neighbor in exchange for any number of trade goods,...94.3Rule referencePlayers can exchange commodities, trade goods, promissory structures. notes, and relic fragments, but cannot exchange other types of94.4Rule referenceA transaction does not have to be even. A player may exchange • 8 Destroyers • 5 Dreadnoughts components of unequal value or give components without receiving something in...94.5Rule referencePlayers can resolve a transaction as part of a deal. reinforcements.94.6Rule referenceWhile resolving each agenda during the agenda phase, a player RELATED TOPICS: Ground Forces, Ships, Structures95.1Rule referenceThe ship can pick up and transport fighters and ground forces a unit upgrade technology of the same unit type as a unit when it moves. During a tactical action, it can pick up...95.2Rule referenceAny fighters and ground forces that a ship transports must move with the ship and remain in the space area of a system. 97.4 After a player gains a unit upgrade card, each of...95.3Rule referenceFighters and ground forces cannot be picked up from a system the attributes and abilities printed on that upgrade card. Any that contains one of their faction’s command tokens...95.4Rule referenceA player can land ground forces on a planet in a system during 97.5 A mech unit card is not a technology. the “Invasion” step of a tactical action. RELATED TOPICS: Technology96.1Rule referenceThere are three types of units: ships, ground forces, and96.2Rule referenceEach color of plastic comes with the following units: cards or tokens. • 3 Space Docks • 10 Fighters a The Emirates of Hacan can also exchange action cards with other players...96.3Rule referenceUnits exist either on the game board or in a player’s97.1Rule referenceUnit upgrades share a name with a unit that is printed on a player’s faction sheet, but have a higher roman numeral. For example, a player’s “Carrier I” unit is upgraded by the...97.2Rule referencePlayers place unit upgrades they gain faceup on their faction sheets, covering the unit that shares a name with that upgrade card.97.3Rule referenceThe white arrows next to an attribute on a faction sheet indicate that the attribute will improve when the unit is upgraded.97.4Rule referenceAfter a player gains a unit upgrade card, each of that player’s units that correspond to that upgrade card is treated as having the attributes and abilities printed on that...97.5Rule referenceA mech unit card is not a technology. RELATED TOPICS: Technology98.1Rule referencePlayers gain victory points in a variety of ways. A common way “Warfare” strategy card, each other player, beginning with the that a player can gain victory points is by...98.2Rule referenceEach player uses the victory point track to indicate the number the “Production” ability of one space dock in their home system. of victory points they have gained. a The...98.3Rule referenceEach player places one of their control tokens on space “0” of the victory point track during setup. 100 WORMHOLE NEXUS98.4Rule referenceWhen a player gains a victory point, they advance their control The wormhole nexus is a system tile where several wormholes token a number of spaces along the victory point...98.5Rule referenceIf an ability refers to the player with the “most” or “fewest” b The wormhole nexus is treated as part of the game board. victory points, and more than one player is tied in...98.6Rule referenceIf a player gains a victory point from a law, and that law is 100.2 After a player moves or places a unit into the wormhole nexus, discarded, that player does not lose that...98.7Rule referenceThe game ends immediately when one player has 10 victory points. If multiple players would simultaneously gain their a When a ship moves into the wormhole nexus, the nexus 10th...98.8Rule referenceIf the game ends because the speaker cannot reveal an objective99.1Rule reference1—The active player removes any one of their command tokens from the game board. Then, that player gains that RELATED TOPICS: Adjacency, Movement, Neighbors, System command...99.2Rule reference2—The active player can redistribute their command tokens.99.3Rule referenceAfter the active player resolves the primary ability of the100.1Rule referenceThe wormhole nexus begins the game in play with its inactive side up. a The inactive side of the wormhole nexus contains a gamma wormhole. The active side of the wormhole nexus...100.2Rule referenceAfter a player moves or places a unit into the wormhole nexus, or gains control of the planet Mallice, that player flips the wormhole nexus to its active side. a When a ship...101.1Rule referenceThere are two basic types of wormholes: alpha and beta. RELATED TOPICS: Agenda Card, Imperial, Objective Cards101.2Rule referenceIf a player has a PDS unit upgrade technology, they can use the “Space Cannon” abilities of their PDS units through wormholes.101.3Rule referencePlayers can be neighbors and perform transactions through The “Warfare” strategy card allows a player to remove a command wormholes. token from the board and redistribute their...101.4Rule referenceThere are two advanced types of wormhole: delta and gamma. These wormholes follow all other wormhole rules. a The delta wormholes are present on the Creuss Gate system tile and...

A–Z topics

130 topics

3

3-Player Galaxy Preset14 The Nexus The Twilight Imperium community is filled with many talented individuals with a wealth of skills and ideas. The Nexus is a regular feature of the Twilight Codex...

4

4-Player Galaxy Preset15 The Nexus “CHOKEPOINT” 4-PLAYER GALAXY PRESET Author: Matthew Pana DESIGNER NOTES This map was made in contrast with normal map conventions, with Mecatol hidden away behind...

5

5-Player Galaxy Preset16 The Nexus “RACE FOR MECATOL” 5-PLAYER GALAXY PRESET Author: Jacob Turner DESIGNER NOTES This map’s hyperlane tiles make the special planets easy to take and easy to lose....

6

6-Player Galaxy Preset17 The Nexus “WON’T YOU BE MY NEIGHBOR?” 6-PLAYER GALAXY PRESET Author: Daniel Young DESIGNER NOTES My main goal was to force a lot more interaction between players by...

7

7-Player Galaxy Preset18 The Nexus “MAGI’S MADNESS” 7-PLAYER GALAXY PRESET Author: Paul Brown DESIGNER NOTES Getting silly with this one! Non-standard player and Mecatol Rex positions mix it up a...

8

8-Player Galaxy Preset19 The Nexus “JUNK YARD DOGGO” 8-PLAYER GALAXY PRESET Author: Philip Henning DESIGNER NOTES When I joined the Army I learned to shoot, move, communicate, fight, and survive in...

A

Action Cards10 Ixthian Artifacts Tai peered at the scepter from his perch on Dart’s shoulder. “Oh no.” He squeaked in dismay. Dart’s eyes gleamed and the corners of his mouth turned up,...Action Phase8 2.6 The first paragraph of each action card is presented in bold text and describes the timing of when that card’s ability can be resolved. a If an action card contains the...AdditionalWhen a player gives another player a commodity, that commodity converts into a trade good; the player receiving the commodity flips the token to its trade good side. PlayersAdvancedLaws When resolving a law, if a “For” outcome received the most votes, or if the law requires an election, the law’s effect becomes ADVANCED a permanent part of the game....Agenda Card9 7 AGENDA CARD Agenda cards represent galactic laws and policies. During each agenda phase, players cast votes for specific outcomes on two agenda cards. 7.1 There are two...Agenda Phase11 7. REPAIR UNITS: Some units may have been turned on their side during the action phase to mark that they have been damaged. Players repair these units during this step by...Alliance Game Variant13 Pax Magnifica The Pax Magnifica section is a regular feature that contains unique scenarios and game variants that change how the game is played. ALLIANCE GAME VARIANT In...Alliance Game Variant Combat And Unit Abilities✦ During a combat roll or a roll for a unit ability where a player In this game variant, players form teams of two against up to three and their ally each have units present,...Apollo ProtocolPermission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2025 Fantasy Flight Games. “Seek shelter.” The command echoed...Archive AccessPermission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2022 Fantasy Flight Games. ARCHIVE ACCESS EMPYREAN ALLIANCE...Asteroid FieldEach type of anomaly is identified by its art, as follows: 9.3 11 ASTEROID FIELD An asteroid field is an anomaly that affects movement. 44 42 11.1 A ship cannot move through or...

B

Best Friends ForeverPermission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2022 Fantasy Flight Games. BEST FRIENDS FOREVER MENTAK ALLIANCE...Bombardment (Unit Ability)a A player can choose which of their excess units to remove. 15 BOMBARDMENT (UNIT ABILITY) b Ground forces on planets do not count against capacity. A unit with the...

C

Capture10 CAPTURE Some abilities instruct a player to capture a unit. While a unit is captured, it is placed on the capturing player’s faction sheet until it is returned. The rules...Clarifications Living RulesThis section includes clarifications about timings, interactions, and easily overlooked rules. If the players have a question, they REFERENCE should look here or consult the...CombatPermission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2022 Fantasy Flight Games. 6 COMBAT COST2 ✦ ✦ SUSTAIN DAMAGE...Combat And Unit Abilities13 COMBAT AND UNIT ABILITIES ✦During a combat roll or a roll for a unit ability where a player and their ally each have units present, both can participate in the same roll;...ComplexityPermission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2025 Fantasy Flight Games. COMPLEXITY Total War As a child she...Components5 COMPONENTS 63 Plastic Neutral Units 1 Thunder’s Edge Token 2 Revised Strategy Cards 3 Fracture System Tiles 10 Legendary Planet Ability Cards 7 Faction Sheets - COST - COMBAT...Constitution1. FIRST AGENDA To resolve an agenda, players perform the following steps: COUNCIL i. Reveal Agenda The speaker draws one agenda card from the top of the This section contains...CostPermission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2022 Fantasy Flight Games. - COST - COMBAT - MOVE - - CAPACITY...Cost (Attribute)15 25.6 A player can lose control of a planet through some game effects. 25.7 If a player loses control of a planet that contains their control token, they remove their control...Credits16 CREDITS EXPANSION DESIGN AND DEVELOPMENT: Dane Beltrami ORIGINAL TWILIGHT IMPERIUM DESIGN: Christian T. Petersen PRODUCER: Jason Walden FICTION: Sam Gregor-Stewart TECHNICAL...Custodia VigiliaPermission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2022 Fantasy Flight Games. Pax magnifica, bellum gloriosum....

D

Destroyed16 31 DESTROYED Various game effects can cause a unit to be destroyed. When a player’s unit is destroyed, it is removed from the game board and returned to their...Diplomacy Strategy Card14 Rules Updates Twilight Imperium: Fourth Edition has had a number of rules updates and errata since its release. Each of these can be found in the Living Rules Reference,...

E

Eight-Player Setup12 EIGHT-PLAYER SETUP During the “Deal System Tiles” substep, each player is dealt three blue tiles and two red tiles. Before the “Place System Tiles” substep, the players...Entropic Scar11 ENTROPIC SCAR ANOMALY An entropic scar is a new kind of anomaly. All unit abilities (Sustain Damage, Production, Planetary Shield, Space Cannon, Bombardment, Deploy, and...Entropic Scar CoexistSome game effects allow a player’s units to coexist with other units on a planet. When a unit or units coexist with another An entropic scar is a new kind of player’s units,...Errata40 ERRATA This section contains errata for game components. BRIBERY The text of the action card “Bribery” should read as follows: “After the speaker votes on an agenda: Spend...Errata Political FavorThe text of the Xxcha promissory note “Political Favor” should read This section contains errata for game components. as follows: “When an agenda is revealed: Remove 1 token...Exhausted17 d If the Titans of Ul player becomes eliminated while their hero or promissory note is attached to a planet, those attachments and attachment tokens remain in play for the...Expansion Integration4 EXPANSION INTEGRATION Using the diagram on the following page as a reference, perform the following steps to integrate Thunder’s Edge with the base game and Prophecy of...Exploration Cards15 Ixthian Artifacts The Ixthian Artifacts section is a regular feature that contains entirely new components. As we design, we experiment with many concepts and ideas that...

F

Faction20 Galactic Vigil FACTION REFERENCE CARD ALLIANCE REFERENCE CARD COMPLEXITY 2 STARTING UNITS 2 infantry 2 carriers 2 fighters 1 cruiser 1 space dock STARTING TECH Can start...Faction Technologies8 The Omega Initiative Rin closed her eyes, letting the OmegaIAS43 saturate her system, the acrid, somewhat viscous serum washing over her gills. Then, as a single radiant...Fantasy Flight GamesCredits FANTASY FLIGHT GAMES CODEX DESIGN AND DEVELOPMENT Dane Beltrami with James Kniffen PRODUCER Jason Walden FICTION Daniel Lovat Clark EDITING AND PROOFREADING Allan...Fighter Tokensa There are three planetary exploration decks, each of which 36 FIGHTER TOKENS corresponds to a planet trait: cultural, hazardous, and industrial. A fighter token functions as...First-Game SetupWhen playing for the first time, players perform the following steps to set up the game. Some components are not used during the first game and are explained in detail at the...Five-Player14 FIVE-PLAYER GALAXY SETUP (WITH HYPERLANES) SIX-PLAYER GALAXY SETUPFortress Ordinian5 FORTRESS ORDINIAN BY DANIEL LOVAT CLARK RECONNAISSANCE COMPANY ALPHA, AKA “WOLFHOUNDS” SOL 67TH MARINE DIVISION; SALIENT SUN TASK FORCE ORDINIAN SIX DAYS AFTER PLANETFALL....Four-Player13 FOUR-PLAYER GALAXY SETUP THREE-PLAYER GALAXY SETUPFundingPermission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2022 Fantasy Flight Games. After you and your opponent roll...

G

Galactic Events15 Ixthian Artifacts GALACTIC EVENTS Next up, we have a first for the Codex: an entirely new component type. In the past, Codex components have been largely focused on...Game Boarda Frontier tokens are not placed on hyperlane tiles. a Dice are not rolled for units that are being transported by ships that have capacity. b A system cannot have more than...Game Board Setup9 GAME BOARD SETUP When playing with five, seven, or eight players, the “Create Game Board” step of setup is modified as described below. Five-Player Setup During the “Deal...Game Board Setups+2 +4 +2 Three-Player Setup Four-Player Setup Five-Player Setup Five-Player (Hyperlanes) Six-Player Setup Six-Player Seven-Player (Large Galaxy) Seven-Player Eight-Player...Ground Combat19 a Dice are not rolled for units that are being transported by ships that have capacity. b Units that are being transported are removed from the board if the ship...

H

Home SystemPermission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2022 Fantasy Flight Games. HOME SYSTEM Arretze: Hercant:...Hyper MetabolismPermission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2022 Fantasy Flight Games. During the status phase, gain 3...Hyperlanes12 HYPERLANES When playing with five players, or when playing with four players and the Prophecy of Kings expansion, the galaxy is set up with hyperlane tiles (see “Game Board...Hyperlanes FactionWhen playing with five players, or when playing with four players and the Prophecy of Kings expansion, the galaxy is set REFERENCE CARDS up with hyperlane tiles (see “Game...

I

Imperial EndorsementPermission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2022 Fantasy Flight Games. IMPERIAL ENDORSEMENT WINNU ALLIANCE...ImpersonationPermission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2022 Fantasy Flight Games. “Also,” Connor continued, bemused....IndexThis index refers to paragraph numbers instead of page numbers. The number listed after each entry corresponds to a paragraph number in the glossary. The relevant information...Infantry Tokens20 46 INFANTRY TOKENS An infantry token functions as a plastic infantry unit for all game purposes. 46.1 When producing an infantry unit, a player can use an infantry token...Integrating6 INTEGRATING THIS EXPANSION Before combining the components of this expansion and the base game, remove the following agenda cards from the base game, which are no longer used...Intelligence UnshackledPermission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2025 Fantasy Flight Games. When one of your units in the...IntroductionWelcome to the Twilight Codex Volume IV: Liberation. Foreword From the Developer . . . . . . . . . . . . . . . . . 4 “Fortress Ordinian” by Daniel Lovat Clark . . 5–13 IXTHIAN...Invasion48.3 When playing with three or four players, a player’s initiative is c A player cannot gain control of a planet they already determined only by their lowest-numbered strategy...

K

Keleres TribuniiPermission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2022 Fantasy Flight Games. Authority. Strength. Efficacy....Key Concept:10 KEY CONCEPT: COMMAND SHEET Successfully navigating the action phase in Twilight Imperium requires careful management of command tokens. When a player gains a command token,...Key Concept: Capacity14 KEY CONCEPT: CAPACITY The number of fighters and ground forces that a player has in the space area of a system cannot exceed the combined capacity of that player’s ships in...Key Concept: Spending16 If a player’s space docks are in the same system as another player’s ships, those space docks are blockaded. Blockaded space docks cannot produce ships. They may, however,...Key Concept: Units5 KEY CONCEPT: UNITS During a game of Twilight Imperium, each player’s units are represented by plastic figures. There are three types of units: ships, ground forces, and...

L

Leader Sheet21 c A player cannot gain control of a planet they already control. d If there was a combat, and all units belonging to both players were destroyed, the player who was the...Leadership (Strategy Card)22 52 LEADERSHIP (STRATEGY CARD) The “Leadership” strategy card allows players to gain command tokens. This card’s initiative value is “1.” 52.1 During the action phase, if the...Liberation Of Ordinian17 Pax Magnifica The Pax Magnifica section is a regular feature that contains unique scenarios and game variants that change how the game is played. LIBERATION OF ORDINIAN...

M

Magen Defense GridPermission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2025 Fantasy Flight Games. When any player activates a system...Map Appendix14 MAP APPENDIX The Twilight Imperium community is filled with many talented (and cheeky) map-makers! Check out one of the premade maps below or get involved with the Twilight...Master PlanPermission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2022 Fantasy Flight Games. Viktor laced his long fingers with a...Mecatol Rex15 “RED VS BLUE” This map pits players against one another in a 2v2 alliance mode deathmatch. The Prophecy of Kings expansion is required. The players on the galactic west...MechsTo resolve movement, players perform the following steps: 55 MECHS 58.4 STEP 1—MOVE SHIPS: A player can move any number Mechs are unique, faction-specific heavy ground forces....

N

NeighborsIf an objective requires a player to destroy one or more units, 60 NEIGHBORS 61.9 those units can be destroyed by producing hits against them, Two players are neighbors if they...New Faction: The Council Keleres16 Galactic Vigil NEW FACTION: THE COUNCIL KELERES With this edition of the Codex, an additional faction has been added to the existing 24 factions: The Council Keleres. Their...

O

Object Of The GameThroughout a game of Twilight Imperium, players will barter, plot, and wage war upon one another to complete objectives. The first player to accumulate 10 victory points claims...Ordinian12 Pax Magnifica The Pax Magnifica section is a regular feature that contains unique scenarios and game variants that change how the game is played. ORDINIAN During this...Overview Expansion IntegrationUsing the diagram on the following page as a reference, perform Twilight Imperium: Thunder’s Edge is the second expansion for the following steps to integrate Thunder’s Edge...Overwing Zeta17 Galactic Vigil At the start of a round of space combat in a system that contains a planet you control: Place your flagship and up to a total of 2 cruisers and/or destroyers...

P

Planetary ShieldSome of these abilities are followed by a second number PLANET TRAITS presented inside parentheses. This number indicates how many Most planets outside of home systems have a...Plasma ScoringResearching Technology Players gain new technology by researching it, usually by During the game, players will gain technology in the form of using the “Technology” strategy...Playing Strategy PhaseDuring the strategy phase, players take turns selecting a THE GAME strategy card that provides them with a unique action they can use during the action phase. First-time...Politics (Strategy Card)b A player can choose to produce only one unit; however, 66 POLITICS (STRATEGY CARD) they must still pay the entire cost. The “Politics” strategy card allows players to draw...ProductionIf a player’s space docks are in the same system as another KEY CONCEPT: SPENDING player’s ships, those space docks are blockaded. Blockaded RESOURCES AND INFLUENCE space docks...Promissory Notes9 The Omega Initiative PROMISSORY NOTESPurge11 PURGE If an ability instructs a player to purge a component, that component is removed from the game and returned to the box. WORMHOLE NEXUS The wormhole nexus is a unique...

Q

Quick Reference1. Strategy Phase: Players choose strategy cards starting with 1. Score Objectives the speaker and proceeding clockwise. 2. Reveal Public Objective 2. Action Phase: Players...

R

Relics10 RELICS When a player gains a planet card from the planet deck that has a relic icon, or when a game effect tells them to draw a relic, they draw the top card of the relic...Relics Neutral UnitsWhen a player gains a planet card from the planet deck that has a Neutral units are non-player forces that engage FLAGSHIP 7 1 3 relic icon, or when a game effect tells them to...Rules8 RULES This section describes the components and mechanics introduced in this expansion. THUNDER’S EDGE EXPEDITION Players may venture to Thunder’s Edge to unlock powerful new...Rules BreakthroughsThis section describes the components and mechanics introduced AND SYNERGY in this expansion. A breakthrough is a new type of faction-specific component, most commonly gained...

S

Secondary Ability:Permission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2022 Fantasy Flight Games. 2 SECONDARY ABILITY:  " Spend 1...Setup6 SETUP To set up a game of Twilight Imperium with the Thunder’s Edge expansion, follow the Complete Setup rules found in the rules reference with the following additions:...Setup Variations7 SETUP VARIATIONS When playing at certain player counts or with the “Minor Factions” galactic event, the “Create Game Board” step (step 6) of setup is modified as described...Setup Variations Hyperlane SetupWhen playing at certain player counts or with the “Minor Factions” galactic event, the “Create Game Board” step (step 6) For the game board setups described on this page, of...Seven-Player15 SEVEN-PLAYER GALAXY SETUP (WITH HYPERLANES) (WITH HYPERLANES) EIGHT-PLAYER GALAXY SETUPShips28 76 SHIPS A ship is a unit type consisting of carriers, cruisers, dreadnoughts, destroyers, fighters, and war suns. Each race also has a unique flagship. 76.1 Ships are...Six-Player23 SIX-PLAYER GALAXY SETUP FIVE-PLAYER GALAXY SETUP Match the numbers in the leftmost corner of each system tile to the preset map on the right to create the five-player...Space CombatThis ability can be used even if no ships were moved during the 78 SPACE COMBAT 77.4 “Move Ships” step. After resolving the “Space Cannon Offense” step of a tactical 77.5 STEP...Space Dock30 78.8 After the “Retreat” step, if both players still have ships in the active system, those players resolve another round of space combat beginning with the “Announce...Special Rules18 Pax Magnifica SPECIAL RULES ✦The Federation of Sol and Xxcha Kingdom players represent the Salient Sun joint task force; they are allied using the rules from the Alliance...Spinner DevoteePermission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2022 Fantasy Flight Games. It is said that Omar’s creation of...Strategic Action31 81.6 STEP 6—READY CARDS: Each player readies all of their exhausted cards, including strategy cards. 81.7 STEP 7—REPAIR UNITS: Each player repairs all of their damaged units...Strategy Phase8 STRATEGY PHASE During the strategy phase, players take turns selecting a strategy card that provides them with a unique action they can use during the action phase....Structuresa The readied side contains the strategy card’s name, initiative a During a four- or eight-player game, all strategy cards number, and abilities. will be chosen, and therefore...System Tiles87.4 A unit can use its “Sustain Damage” ability any time a hit is 89.2 STEP 2—MOVEMENT: The active player may move any produced against it. This includes hits produced during...

T

Technology (Strategy Card)90.22 When a Valefar Assimilator token is on a technology, that b The chosen players can only use the secondary ability once, technology’s color and type count toward...The Azure Whisper51.3 AGENTS 52 LEADERSHIP (STRATEGY CARD) 51.4 An agent does not need to be unlocked and EMISSARY TAIVRA begins the game in a readied state. They can THE AZURE WHISPER After...The Fracture9 THE FRACTURE The Fracture is an enigmatic area of space that is not connected to the rest of the galaxy. When The Fracture comes into play, the player that brought it into...The Ghosts Of Creuss The Mentak CoalitionQ: Can the Creuss Promissory note still be used if the Creuss have Q: Can the Mentak Coalition use the “Salvage Operations” not researched “Wormhole Generator”?...The Mentak Coalition44 THE MENTAK COALITION Q: Can the Mentak Coalition use the “Salvage Operations” faction-specific technology to produce a war sun that was destroyed if they do not personally...The Naalu14 The Omega Initiative THE NAALU Like the Yin Brotherhood, the Naalu Collective also sees a number of revisions with this edition of the Codex. In addition to two of their...Three-PlayerMatch the numbers in the leftmost corner of each system tile to the preset map on the right to create the three-player galaxy. After placing the system tiles of the preset...Timing1.13 1.14 TIMING If the timing of an ability uses the word “before” or “after,” the This glossary provides players with detailed rules for Twilight ability’s effect occurs...Twilight Codex® Permission to print or photocopy for personal use. TWILIGHT CODEX TWILIGHT CODEX VOLUME III: VIGIL VOLUME III: VIGILTypes Of ActionsWhen a player gains a command token, they choose which of 18 COMBAT (ATTRIBUTE) 20.2 their three pools to place it in. Combat is an attribute of some units that is presented on...

U

UnitsTo resolve a transaction, a player gives any number of trade 96 UNITS 94.2 goods and commodities and up to one promissory note to a neighbor in exchange for any number of trade...Using This Key Concept:CONCEPT: BOOKLET SYSTEMS AND PLANETS The game board for Twilight Imperium is formed using The purpose of this booklet is to teach new players modular system tiles. Each tile...

V

Victory PointPermission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2025 Fantasy Flight Games. 1 VICTORY POINT Win a combat against...Victory PointsPermission to print support items for individual use only. Not for commercial use, not for retail sale. TM/® & © 2025 Fantasy Flight Games. 2 VICTORY POINTS Control Ordinian...

W

WinningIf an objective’s timing specifies “Action Phase,” a player can score it during the action phase immediately after they fulfill its requirements. THE GAME Scoring Objectives A...Wormhole Nexus37 99.2 STEP 2—The active player can redistribute their command tokens. 99.3 After the active player resolves the primary ability of the “Warfare” strategy card, each other...Wormholes Key Concept: CapacityCONCEPT: CAPACITY Some system tiles contain wormholes. There are two types of The number of fighters and ground forces that a player basic wormholes–alpha and beta–as indicated...

X

Xxcha Hero13 The Omega Initiative The Omega Initiative section is a regular feature that contains supplementary or revised content. This edition of the Codex contains several reworks of...