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To turn off gridlines use: Tools, Options, View, Window options, uncheck Gridlines
"SD" indicates 1 space dock is on a planet.
0 Malice 3 Saar have a floating space dock that looks like a short fleet.
2 0 Maaluuk 2
1 1 2
1 1
1
1
α β 3 Druaa
2 SD 3
1 2
3 Vega Major 1
Re 1 SD 4 Naalu
1
B1 Vega Minor 3
Space Mine 1 1 Co SD 2
α
1 1 Lazar 1
2 1
High Alert 1
Asteroid Field
2 Saudor 2
1 Lisis II 0 2 2
2 5 [0,0,0] 0
2 Perimeter 2 3 Sakulag 1 SD 3
3 1 3 Re 2 SD 2
1
2 1 The Great Bit Bucket 2 2
2 Ragh 1 1 1 1
1 6 2 1
G 2 Quann 1 1
2 3 ST 3 Hope's End 0 1 Tar'mann 1
1 3
Saar L1Z1X
2 1 2 1
2 3 Ashtroth 0 2
Re 2
3 Capha
2
0
β 2 2
1 Loki 3 Asteroid Field Ion Storm
1 2
3 Lisis 2
1 R 1 Abaddon 0 2 SD 3
1 1 1
FI 1 Mirage 2 1 1 2
2 5 2 1 Mecatol Rex 6
2 9
G0 Rigel I 2
G 3 Lodor 1 Co
1 2 2 R 3 Velnor 0
2 1 1 SD 2
G 3 Lesab
Re 2 SD 2
1
G 1 New Albion 1
2 2 α 1 1
1 B 1 Rigel III 1
1
2 1 Timbuk2
1
2 Arretze 0 1
2 SD 4 2 2 1
4 Starpoint 1 1
Re 1 SD 3 1
2 1 Hercant 1 4
1 SD 2
1 4 Mol Primus 1
2 0 Kamdorn 1 GF 2 Primor 1 SD
β
1 2 2 Arnor 1
G 2 Garbozia 1
2 El'nath 0
Hacan Mentak
B
2 Diplomacy II
Nebula
Number of units for cross-check
De Cr Dr Ws Ca Fi
x8 x8 x5 x2 x4 ∞
Naalu 4 2 0 0 1 5
L1Z1X 5 3 2 0 1 0
Mentak 5 6 0 0 2 1
Winnu 5 3 3 0 1 0
Hacan 0 1 2 2 1 2
Saar 6 5 5 2 3 7 Y 3 Winnu 4
SD 2
Extra fleet blocks
Winnu
Winter Solstice Round6
Speaker
▼
Planets
Lodor 3 1 G X Mecatol Rex 1 6 X Malice 0 3 X 7. Techno. II
Abaddon 1 0 R X 8. Bureaucracy
Hope's End 3 0 ST X
Quann 2 1 G ---
Mirage 1 2 FI X
Sarween Tools +1 Sarween Tools +1 Sarween Tools +1 Sarween Tools +1 Sarween Tools +1
NOTES
SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP --- exhausted due to Colinization Licensing
CC
CC
### ### ### ### ### ### ### ### ### ### ### ### ### ### ### ### ### ###
TOTAL = Err:502
TRADE
2 1 1 1 1 1 3 1 3 3 1 2
Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods
TECHNOLOGIES
TECHNOLOGIES
Telepathic Mind Weapon Hylar V Assault Laser Deep Space Cannon Hylar V Assault Laser Hylar V Assault Laser Sarween Tools those who would receive at least 1
Hylar V Assault Laser Sarween Tools Stasis Capsules Bioptic Receptors Deep Space Cannon Hylar V Assault Laser
Deep Space Cannon Auto-Defense Turrets Neural Motivator Neural Motivator Production Centers Deep Space Cannon
Stasis Capsules Assult Cannon Sarween Tools Deep Space Cannon War Sun War Sun
Gen Synthesis Sarween Tools
GIES
TE
Hyper Metobolism War Sun
AC AC AC AC AC AC
ACTION
ACTION
CARDS
CARDS
PC PC PC PC PC PC
POLITIC.
POLITIC.
CARDS
CARDS
2 1 2 2 1 4 OBJECTIVES
Hidden
STAGE 2
Hidden
Hidden
Hidden
Total 3 1
Lisis II 1 0
Ragh 2 1
Previous rounds are hidden. Select the rows, right click, and choose "unhide"
Action
Action
Action
Status Phase
Naalu 4 2 1 5 15 3 6 1 1 6 7 0 1 3 0
L1Z1X 3 1 2 0 0 9 2 2 1 1 4 9 0 0 6 1
Mentak 5 6 2 1 12 3 3 3 1 7 7 0 1 6 0
Winnu 5 3 3 1 0 16 2 5 1 7 9 0 1 7 2
Hacan 1 2 2 1 2 10 3 6 1 6 7 0 2 3 3
Saar 6 5 5 2 3 7 26 3 6 1 1 11 7 0 0 1 2
Colonization Licensing (LAW)
7 FOR
13 AGAINST
3 votes remain uncounted.
Class Struggle:
CC Unit
VP
SA FS CP Strgth. Notes
0 3 0 2 47
1 5 1 1 33.5
0 5 2 2 51.5
2 8 4 2 56
3 6 2 1 70
2 5 3 4 ###
Previous battles are hidden. Select the rows, right click, and choose "unhide"
1) Mentak vs. L1Z1X at Lisis/Velnor Data is over there --->
2) Naalu vs. Mentak at Lodor Data is over there --->
Space Battle
Invasion - Lisis
Winnu: PDS fire hits go FTR-> Dread-A 1st Hit -> Dread-B 1st Hit.
During combat...
General causality list -> Dread-A 1st Hit -> Dread-B 1st Hit -> FTR ->
Destroyer A -> Destroyer B -> Cruiser A-> Cruiser B -> Dread-A 2nd Hit
-> Dread-B 2nd Hit -> Carrier.
Winnu: IF the Saar rolls really well or Winnu is fighting a losing battle
(GM discretion) take Cruiser A & Cruiser B ASAP and play Skilled
Retreat to run back to Mecatol Rex.
Saar: For my mirage battle, PDS hits to damage DN and War sun, then
fighters, destroyer, cruiser, DN second hit, Carrier, War sun second hit.
No first hits to DN or War sun during the battle to avoid "direct hit" card.
I have 2 PDS shots and so does Hacan. Bombard with war sun and
DN, land 5 GFs and 2 PDSs
Fighter ½ - 9+ ∞
Destroyer 1 2 9+ x8 Anti-fighter beam (2D10)
Ground Force ½ - 8+ ∞
Shock Troop - - 5+ x 12 Capture Facility, SD & PDS / Die first during invasion / Should be with at least 1 GF
Space Mine 2 - 9+ x 12 Can damage each non-fighter ship ending their move in the space mine system
Refinery 1 x8 Production +1 / Planet is exhausted when refinery is built / Not considered as an unit
Colony 1 x8 Influence +1 / Planet is exhausted when colony is built / Not considered as an unit
A) Choose one system containing a planet you control. Each opponent must place a
2. - Claim an empty planet adjacent to a system you control.
CC from his reinforcements.
DIPLOMACY II B) Execute this card's secondary ability without paying a CC or any influence. Cost = 1 CC & 3 influences.
- Build in one of your system (even activated) containing a SD with a bonus of 4 - Build up to 3 units in one of your system (even activated) containing a SD.
4.
resources. - Building doesn't activate the system.
PRODUCTION - Building doesn't activate the system. Cost = 1 CC.
- Receive 3 Trade Goods OR Cancel up to 2 trade agreements (except Hacan's trade agreements).
5.
- All players receive Trade Goods from their active trade agreements minus 1 (except active player).
TRADE II - Open trade negotiations. Active player must approve all new Trade Agreements.
- Choose a system to place the High Alert token. Your ships in this system gain +1 - Move up to 2 of your ships from unactivated systems into any adjacent system you
6. movement and +1 on space combat rolls. control.
WARFARE II - You may move the High Alert token with any ships that move out of the system. The - This does not activate the destination system(s).
token is removed at the start of the Status Phase. Cost = 1 CC.
After selecting this card, reveal cards from the objective deck equal to the number of
bonus counters on this card.
8. - Receive 1 CC. - Draw 1 political card and 1 action card.
BUREAUCRACY - Draw the top 2 cards from the objective deck. Reveal one and place the other on Cost = 1 CC.
the top of the deck.
- You may immediately claim 1 public objective that you qualify for.
TI3 Cards PRIMARY SECONDARY
2. - Name opponent. Neither you nor that opponent may activate a system containing - Refresh up to two exhausted non-Home System Planet Cards.
DIPLOMACY units of the other player. Cost = 1 CC.
A) Receive 3 Trade Goods, plus Trade Goods for active trade agreements. Open
5. - Receive Trade Goods for active trade agreements.
trade negotiations. You must approve all new trade agreements.
TRADE Cost = 1 CC.
B) Cancel all trade agreements.
- Choose any 1 or 2 of your Destroyers or Cruisers on board, each unit may move to
6. an adjacent empty non-Home system (place 1 CC from reinforcements in each
- Retrieve 1 CC from the board and place it back in your Command Pool.
WARFARE destination system).
Cost = 1 CC.
- Build units in one of your system containing one or more friendly Space Docks,
8. - Draw and reveal the top card from the Objective Deck. even if you have already activated this system (building units here doesn't activate
IMPERIAL - Receive 2 Victory Points. the system).
Cost = 1 CC.
OPTIONS AND VARIANTS
- Special house rule "Individual Turns. See below or http://www.ti3wiki.org/index.php?title=IndividualTurns for more d
- Game in 9 VP
- Option Long War : NO
- Option Age of Empire : NO
- Option Distant Suns : NO
- Option Leaders : NO
- Option Sabotage Runs : No
- Option Homeworld : YES
- Option Star in the Crown : NO
- Option Ancient Throne : NO
- Variant Imperial Strategy Card : NO
- Variant Strategy Cards : YES
- Variant Objectives : YES
- Variant Race-Specific Technologies : YES
- Variant Artifacts : No
- Variant Shock Troops : No - note that Hope's End gives you 2 regular Ground Forces
- Variant Space Mines : No
- Variant Wormhole Nexus : YES
- Variant Facilities : YES
- Variant Tactical Retreats : YES
- Variant New Distant Suns Domain Counters : NO
- Variant Territorial Distant Suns : NO
- Variant Voice of the Council : No
- Variant Simulated Early Turns : No
GENERAL GUIDELINES
- Basic rules of Twilight Imperium 3rd Edition, Twilight Imperium Expansion and Twilight Imperium 3rd Edition FAQ (version 1
(see House Rules below).
- The Game Master (GM) maintains the official count of all game variables, including, but not limited to, the game board, u
Counters), Command Counters, Planet Cards, Trade Cards, Trade Goods, Technology Advances, Action Cards, Political C
and Secret Objectives. The GM also keeps track of all deadlines.
- All players are encouraged to regularly check all publicly accessible information pertaining to the game. In case of discrepa
and ask to correct the mistake. Any problems arising from a player's failure to notice such discrepancies will not be considere
case of irreversible negative consequences for the player(s) involved.
- The GM has final say on all issues.
- Naalu's order when declaring Strategy Orders: To be a little nice to the Naalu who in this game are always stuck going first a
that Naalu can send in their strategic actions when their card # comes up, instead of having to declare your strategies first. Of
0 in the Tactical Phase.
RULES CLARIFICATIONS
- The Hacan player can make trade agreements without the permission of the player activating Trade A, but must still have the
he wants to make a trade agreement.
- If a player plays the Strategic Shift action card, no one can later take the excluded strategy card using the Strategic Flexibity a
- Q: Can the extra resource from multiple spacedocks with Sarween Tools be combined to purchase one unit (eg two spacedoc
- Q: Are fighters considered "ships" for the purposes of determining legal destination systems for In the Silence of Space? No
- Q: For elect two planet cards, does each player elect two planets or does each player vote for one planet and the highest and
Elect two planets, two highest voted planets are elected
- Q: For elect two planet cards, is the voting conducted simultaneously for both or are there two 'rounds' of voting, with the resu
before the votes for planet #2 are cast? 1 round of voting, elect two planets at once
- Q: When does the effect of Skilled Retreat happen in relation to other pre-combat effects? Handled same as Naalu retreat ab
- Q: While moving carriers between the two systems with a Transfer Action, can fighters be temporarily without support? No
- Q: If both sides have the same combat pre-fire (eg Assault Cannon) who takes casualties first? Simultaneous casualties
- Q: Can Jol-Nar reroll Ancient Artifact if they activated Political? No
- Q: Can Experimental Battlestation be played on another player's spacedock? No
- Q: How long does the effect of Diplomatic Immunity last? Until the end of round
- Q: In a fleet of carriers (or Warsuns or Cruiser/Dreadnaughts with Stasis Capsules) should each carrier's individual load be tra
GM will accept majority opinion of FFG TI3 main forum [4], if player wishes to post a rules question not specifically covered her
In all other cases, GM will use TI3 Fan FAQ as basis for rulings not covered by standard rules and errata.
11 120
10 110
9 100
8 90
7 Naalu 80
6 Mentak 70
Hacan
5 60
Saar
4 Winnu 50
3 L1Z1X
40
2 30
1 20
0 10
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10 Rd 0 Rd 1 Rd 2 Rd 3 Rd
6
Naalu
5 Mentak
Hacan
4 Saar
Winnu
3
L1Z1X
2
0
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
Unit Strength (computed using unit costs)
Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
21 32 29 39 45 47
24 26 19 27 31 34
20 24 30 32 52 52
20 34 43 53 56 56
19 33 41 54 70 70
27 44 69 90 100 117
Naalu
Mentak
Hacan
Saar
Winnu
L1Z1X
d0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
Username List: aroine, Gredavin, daniel78, saduel, Eppic, kruhland, Ever Onward
Email List: 0, greddavin@yahoo.ca , dpham@informatica.com, blueorcsamurai@gmail.com, matthewjoele
Race/Player: Naalu/aroine, L1Z1X/Gredavin, Mentak/daniel78, Winnu/saduel, Hacan/Eppic, Saar/kruhland, G
Time Zone
GMT+2
GMT-6
GMT+1
GMT-6
GMT-6
GMT-6
GMT-6
I chose to give Aroine his 2nd choice, so that Kruhland and Saduel could each have their 2nd choices too.
Round 1 strategy cards will be selected in the opposite order… starting with Naalu.
R0_1 Gredavin added at the last minute. He'll select an available race and pick home system last / strategy card first (i.e.
Status: To Do List:
x political cards: 2 to each player
x objective cards: 1 secret obj to each player
x objective cards: keep them secret, they turn over with the Bureaucracy card
x place home systems
x starting units on home systems
x reflect chosen colors on other tabs
x update trade card values on "Main" page
R0_2 Deleted the "map setup" tab because it should no longer be needed and it saves ~200k bytes
R1_1 Daniel78 made some good updates to the spreadsheet. "SD" indicates a space dock on a planet. Saar's space do
Spreadsheet enhancements: …as Paul_laxax(?) says on the forum "working hard to be a lazy GM"…
Made a username, email, and race/player list on the 'players' tab, for eacy copy/paste into forum or email.
Made conditional formatting for changes values on 'details' tab which will automatically highlight increase/decreases
Made a cool improvement to the 'main' planets list that allows a drop-down selection and auto-fills in the planet's va
Made a number of things on the 'main' and 'detail' page refer to each other to avoid double entry. Utilizes "RoundN"
Made drop-down list for each race's strategy card selection.
R1_7 Correction: Mentak acquired Garbozia during strat phase via Diplomacy II primary, option B
Correction: Winnu's GF should have been produced on the planet.
Hacan tactical completed.
Correction: Naalu could not use xfer action for homesystem/alpha. Needed two tacticals instead.
R2_8 Added computations for # of Planets and # of Technologies to the Details and Main pages.
According to the FAQ, Naalu Retreat Ability is officially a pre-combat effect. The defender gets to choose the order of pre-com
When you declare the Naalu retreat, you can either move your fleet to an adjacent activated system, or you can pay a Strategy
You have the option of doing this before the first round of combat only. It's a pre-combat effect after all, and those only happen
Those are the rules, as written, errata'd, and FAQ'd!
Galaxy balance
Touching… Special "Y" configuration rank of "goodness"
R I R I score rank
Naalu 5 5 alpha 8 5 46.0 2
Saar 5 1 astroid 9 3 36.0 4
Hacan 4 1 empty 4 1 20.0 6
Winnu 4 6 nebula 8 8 52.0 1
Mentak 4 4 empty 7 5 40.0 3
L1z1x 4 2 ion 4 2 24.0 5
r 2nd choices too.
a lazy GM"…
o forum or email.
ighlight increase/decreases in values from the previous round
auto-fills in the planet's values obtained from the 'data' tab.
le entry. Utilizes "RoundN" to identify what round detail block to use for lookup.
cgi?num=1170085450
ease be sure that you can point out in the rules where I am mistaken!
hoose the order of pre-combat effects, so by definition, if you are Naalu and doing a retreat, you can choose which pre-combat effects while
, or you can pay a Strategy CC and put it in an adjacent system that contains no enemy ships to create a place for you to go.
all, and those only happen once. If you choose to stay for a single round of space combat, you will have to retreat the old fashioned way a
weighting
touching 0.5
y config 0.5
h pre-combat effects while happen and wh ich will not. For example, you might want to retreat before your opponent can fire their destroye
or you to go.
eat the old fashioned way after that. The FAQ states that the presence of an Admiral does NOT prevent Naalu's Special Ability Retreat.. H
onent can fire their destroyer anti-fighter barrage, but after your Dreadnought can fire their Assault Cannon.
s Special Ability Retreat.. However, if you stick around for any combat and want to retreat the old-fashioned way, you would be prevented fr
you would be prevented from doing so by an Admiral unless you had an Admiral of your own in that system.