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== | ==Summary== | ||
Players optionally build a map, then play a series of game rounds. The first player to reach 10 points wins. A setup option allows play to 14 points instead. | |||
Each game round consists of a Strategy Phase, Action Phase, Status Phase, and (possibly) Agenda Phase. | |||
====Links==== | |||
Twilight Imperium: 4th Edition is a very long, complex game. This rules summary provides a basic guide, but it is highly recommended to review the official Learn to Play guide. | |||
* [https://images-cdn.fantasyflightgames.com/filer_public/c4/f0/c4f03c19-f9da-422f-b162-73f393e64a28/ti-k0289_learn_to_play_2020_web.pdf Learn to Play PDF] | |||
* [https://images-cdn.fantasyflightgames.com/filer_public/da/df/dadf9f07-78f3-43ac-9cce-dd6b55b24ec2/ti4_living_rules_reference_v1_3_web.pdf Living Rules Reference PDF] | |||
* [https://www.tirules.com/ Unofficial rules reference website] | |||
==Strategy Phase== | |||
In clockwise order, starting with the speaker, players take turns drafting strategy cards. | |||
In 3-4 player games, each player will draft 2 strategy cards. | |||
====== | In 5-6 player games, each player will draft 1 strategy card. | ||
If any cards are left, a trade good will be added to each one. When a player drafts a card with trade goods on it, they gain the trade goods. | |||
technology cards have | |||
==Action Phase== | |||
In initiative order, players take turns performing actions. A player's initiative is equal to their lowest strategy card number. The lowest initiative player takes another turn after the highest | |||
initiative player takes their turn, and the Action Phase continues. | |||
Each action is either a Strategic Action, a Tactical Action, or a Component Action. If a player has used all possible Strategic Actions, they may pass and will not perform any actions for the rest of | |||
the Action Phase. However, they can play reaction cards, use reaction effects, and perform secondary abilities of strategy cards as described below. | |||
The Action Phase ends after all players have passed. | |||
====Systems and Planets==== | |||
Each hexagon tile is a system, and each system may have 1 or more planets. Systems and planets can be clicked to examine their contents. | |||
Players can gain control of planets, which give the player an exhausted planet card matching that planet. Once the planet card becomes non-exhausted later in the game, it can be exhausted again to spend resources or influence, printed on the card, to pay various costs. | |||
====Commodities and Trade Goods==== | |||
Each player may gain Commodities by use of the TRADE strategy card. This is called "refreshing" Commodities, and refills the player up to the limit printed on their faction sheet. | |||
Commodities are useless to the player themselves, but if they are given to another player, they become Trade Goods. | |||
Trade Goods can be spent as resources or influence, except when casting votes, described later. | |||
====Command Tokens==== | |||
Each player has a number of command tokens. Some of these are divided into tactic, fleet, and strategy categories. Some may be unused (called "reinforcements"), and some may be on the game board. | |||
* Tactic command tokens are used to perform Tactical Actions, described later. | |||
* Fleet command tokens determine how many ships a player may have in a given system. | |||
* Strategy command tokens are used as a cost for certain effects. | |||
====Strategic Action==== | |||
If the active player has a strategy card that is not exhausted, they may perform the primary ability of this card. To do this, they resolve each "PRIMARY ABILITY" bullet point effect at the top of the strategy card, in order from top to bottom. | |||
After the primary ability finishes, each other player (even if they have passed) may perform the secondary ability of the same card. Players make this choice in clockwise order, starting with the player to the left of the active player. To perform the secondary ability, a player resolves each "SECONDARY ABILITY" bullet point effect at the bottom of the strategy card, in order from top to bottom. | |||
Finally, the strategy card is exhausted and cannot be used again in the same Action Phase. Exhausted cards still count to determine player initiative. | |||
====Tactical Action==== | |||
The Tactical Action is complex, so only a basic summary is given here. For more details on game concepts, please see the Learn to Play guide or the Living Rules Reference. | |||
1. If the active player has at least 1 tactic command token, they may place it on a system which does not already contain one of their command tokens. This is called "activating" a system, and that system is called the "active system" during the Tactical Action. | |||
2a. The active player may move one or more ships into the active system. Ships with a printed capacity value may be able to transport fighters and/or infantry. Ships may move from multiple locations, or even start and end their movement in the active system. However, all moving ships must finish their movement in the active system. | |||
2b. Even if no ships were moved, a space cannon offense step occurs. This may allow player(s) to use SPACE CANNON abilities of certain units. | |||
3. If two players now have ships in the active system, space combat occurs. The winner stays in the system, and the other player either loses their units or retreats their remaining units to an adjacent system, if possible. | |||
4. If the active player is still in the active system, they may use BOMBARDMENT abilities and/or commit ground forces to invade 1 or more planets. If another player has units on those planets, ground combat(s) occur. If a player wins a combat against a defending player, or invades an uncontrolled planet, they gain control of the planet. They also gain the planet card, which is immediately exhausted. | |||
5. If the active player has any units with PRODUCTION abilities (such as space docks) in the active system, they may pay resources to produce units. They do this by spending trade goods and/or exhausting planet cards that provide resources. The active player can produce even if they did not move any units. | |||
====Component Action==== | |||
Some faction sheets, action cards, technology cards, and promissory notes have the text "ACTION:" at the top. The active player can use their turn to play such a card / perform such an effect, as long as they meet the condition of the card. For example, a technology card might require the player to exhaust it, or a faction ability might require a player to spend a strategy command token. | |||
==Status Phase== | |||
==Agenda Phase== | |||
Revision as of 15:09, 29 July 2025
Summary
Players optionally build a map, then play a series of game rounds. The first player to reach 10 points wins. A setup option allows play to 14 points instead.
Each game round consists of a Strategy Phase, Action Phase, Status Phase, and (possibly) Agenda Phase.
Links
Twilight Imperium: 4th Edition is a very long, complex game. This rules summary provides a basic guide, but it is highly recommended to review the official Learn to Play guide.
* Unofficial rules reference website
Strategy Phase
In clockwise order, starting with the speaker, players take turns drafting strategy cards.
In 3-4 player games, each player will draft 2 strategy cards.
In 5-6 player games, each player will draft 1 strategy card.
If any cards are left, a trade good will be added to each one. When a player drafts a card with trade goods on it, they gain the trade goods.
Action Phase
In initiative order, players take turns performing actions. A player's initiative is equal to their lowest strategy card number. The lowest initiative player takes another turn after the highest initiative player takes their turn, and the Action Phase continues.
Each action is either a Strategic Action, a Tactical Action, or a Component Action. If a player has used all possible Strategic Actions, they may pass and will not perform any actions for the rest of the Action Phase. However, they can play reaction cards, use reaction effects, and perform secondary abilities of strategy cards as described below.
The Action Phase ends after all players have passed.
Systems and Planets
Each hexagon tile is a system, and each system may have 1 or more planets. Systems and planets can be clicked to examine their contents.
Players can gain control of planets, which give the player an exhausted planet card matching that planet. Once the planet card becomes non-exhausted later in the game, it can be exhausted again to spend resources or influence, printed on the card, to pay various costs.
Commodities and Trade Goods
Each player may gain Commodities by use of the TRADE strategy card. This is called "refreshing" Commodities, and refills the player up to the limit printed on their faction sheet.
Commodities are useless to the player themselves, but if they are given to another player, they become Trade Goods.
Trade Goods can be spent as resources or influence, except when casting votes, described later.
Command Tokens
Each player has a number of command tokens. Some of these are divided into tactic, fleet, and strategy categories. Some may be unused (called "reinforcements"), and some may be on the game board.
* Tactic command tokens are used to perform Tactical Actions, described later.
* Fleet command tokens determine how many ships a player may have in a given system.
* Strategy command tokens are used as a cost for certain effects.
Strategic Action
If the active player has a strategy card that is not exhausted, they may perform the primary ability of this card. To do this, they resolve each "PRIMARY ABILITY" bullet point effect at the top of the strategy card, in order from top to bottom.
After the primary ability finishes, each other player (even if they have passed) may perform the secondary ability of the same card. Players make this choice in clockwise order, starting with the player to the left of the active player. To perform the secondary ability, a player resolves each "SECONDARY ABILITY" bullet point effect at the bottom of the strategy card, in order from top to bottom.
Finally, the strategy card is exhausted and cannot be used again in the same Action Phase. Exhausted cards still count to determine player initiative.
Tactical Action
The Tactical Action is complex, so only a basic summary is given here. For more details on game concepts, please see the Learn to Play guide or the Living Rules Reference.
1. If the active player has at least 1 tactic command token, they may place it on a system which does not already contain one of their command tokens. This is called "activating" a system, and that system is called the "active system" during the Tactical Action.
2a. The active player may move one or more ships into the active system. Ships with a printed capacity value may be able to transport fighters and/or infantry. Ships may move from multiple locations, or even start and end their movement in the active system. However, all moving ships must finish their movement in the active system.
2b. Even if no ships were moved, a space cannon offense step occurs. This may allow player(s) to use SPACE CANNON abilities of certain units.
3. If two players now have ships in the active system, space combat occurs. The winner stays in the system, and the other player either loses their units or retreats their remaining units to an adjacent system, if possible.
4. If the active player is still in the active system, they may use BOMBARDMENT abilities and/or commit ground forces to invade 1 or more planets. If another player has units on those planets, ground combat(s) occur. If a player wins a combat against a defending player, or invades an uncontrolled planet, they gain control of the planet. They also gain the planet card, which is immediately exhausted.
5. If the active player has any units with PRODUCTION abilities (such as space docks) in the active system, they may pay resources to produce units. They do this by spending trade goods and/or exhausting planet cards that provide resources. The active player can produce even if they did not move any units.
Component Action
Some faction sheets, action cards, technology cards, and promissory notes have the text "ACTION:" at the top. The active player can use their turn to play such a card / perform such an effect, as long as they meet the condition of the card. For example, a technology card might require the player to exhaust it, or a faction ability might require a player to spend a strategy command token.