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===== ACTION PHASE =====
==Summary==
The action phase is the main phase of the game, during which
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.
players produce units, move ships, enact strategies, and interact
with other players.
During the action phase, players take turns in initiative order.
While a player is taking a turn, he is the active player, and
he can perform one action. After each player has taken a turn,
player turns begin again in initiative order. Initiative order
may repeat in this manner several times within a single action
phase. The action phase does not end until each player has
passed (see below).
There are three types of actions: tactical actions, strategic
actions, and component actions. They are described in
detail later.
If a player does not wish to perform an action during his turn,
he may pass. After a player passes, his turn is skipped for the
remainder of the action phase. A player cannot pass until he
has performed his strategic action, which is explained later.
After each player has passed, the game round continues to
the status phase.


====== TACTICAL ACTION ======
Each game round consists of a Strategy Phase, Action Phase, Status Phase, and (possibly) Agenda Phase.
A tactical action allows a player to move ships, initiate combat,
invade planets, produce units, and otherwise interact with the
game board. To understand a tactical action, players need to understand many
other game concepts, such as movement and combat. For this
reason, the steps of a tactical action are summarized below, but
are not described in detail until later.


1. ACTIVATION: The active player must activate a system by
====Links====
taking a command token from his tactic pool and placing it in
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.
that system.


2. MOVEMENT: The active player may move ships into a
* [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]
system from any number of other systems. Ships can also
transport ground forces from one system to another.


3. SPACE COMBAT: If multiple players have ships in the active
* [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]
system, they resolve a space combat.


4. INVASION: The active player may commit ground forces
* [https://www.tirules.com/ Unofficial rules reference website]
to land on planets in the active system. If another player
has units on those planets, the players resolve a ground
combat.


5. PRODUCTION: If the active player has a space dock in the
==Strategy Phase==
active system, he can produce units by spending resources.
In clockwise order, starting with the speaker, players take turns drafting strategy cards.
A player might not resolve all of the above steps during every
tactical action. For example, a player may choose not to move
units during the “Movement” step but may still produce units
during the “Production” step.


====== STRATEGIC ACTION ======
In 3-4 player games, each player will draft 2 strategy cards.
Each strategy card has both a primary ability and a
secondary ability.
When a player performs a strategic action, he resolves the
primary ability of his strategy card. After resolving this ability,
each other player may resolve the secondary ability of that
strategy card. The active player cannot resolve the secondary
ability of his own strategy card.
After each player has had an opportunity to resolve a strategy
card’s secondary ability, the active player exhausts that strategy
card by flipping it facedown. Players cannot resolve abilities on
exhausted strategy cards, but the exhausted cards’ numbers are
still used to determine initiative order.
A player cannot pass during the action phase unless his strategy
card is exhausted. This means that each player must perform a
strategic action at some point during the action phase, which
guarantees that each other player has an opportunity to resolve
the secondary ability of that strategy card. A player who has
passed during the action phase can still resolve the secondary
ability of other players’ strategy cards.


====== COMPONENT ACTIONS ======
In 5-6 player games, each player will draft 1 strategy card.
A component action is an action that is printed on a game
 
component. Many action cards, faction sheets, and even some
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 component actions. Each of these effects
 
is preceded by the word “Action.
==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.

* Learn to Play PDF

* Living Rules Reference PDF

* 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.

Status Phase

Agenda Phase