TI – Dawn of Thrones V2

Twilight Imperium – Dawn of Thrones

Version 2.0 Ryan Cleven

1. Overview

Goals

  • Make a shorter game
  • Make a simpler game

Objectives

  • Simplify technology
  • Quick Expansion
  • Personalized Victory conditions

2. Summary

We take the base Twilight Imperium and fundamentally change the objectives structure and the way the strategy portion of the game is played.  The rest is left largely in tact.  The game also changes the setup and and at this point restricts a few of the races until detailed work can be done on them.

3. Major Rules

3.1 New Strategy Cards

In this variant, we remove all the old strategy cards and mechanics for selecting and activating them.  We instead, add 12 new Strategy cards for each player.  During the strategy phase, each player secretly chooses two strategy cards from their deck.  When all players have chosen, they are revealed simultaneously.  The phases are evaluated from smallest number to largest.  Any phase that was not picked is not executed this round.  If two players choose the same strategy card, they are executed simultaneously and do not duplicate the instructions.  During the status phase, when instructed to return strategy cards, they are returned back to the player’s deck.

Strategy Cards – Phase Number

Initiative – 1

All Players rolls a D10, highest becomes the speaker.  Holder of this card receives a bonus of +4. Holder of this card receives a single free command counter and one free trade good.

Explore – 2

Tactical

All players places 1 system. Holder places 2 systems.  Any player may play tactical actions on any unoccupied systems.  Holder may peek at one exploration marker in a system they activate.

Logistics – 3

Any player may buy up to 3 command counters for 3 influence each. The holder of this card only has to spend 2 influence per counter.  The holder receives a single free command counter

Espionage – 4

Each player draws an action card.  The player holding this card draws two additional action cards.  Holder may play any action card marked as play as action

Production – 5

Strategic

The holder of this card may build in any one system.  Players can place a strategic allocation counter, on any friendly system and build there as normal.

Development – 6

Players may refresh a planet.  The holder of this card may refresh an additional planet and build a facility on any planet.

Defense – 7

Tactical

Players may play tactical actions on any friendly or unoccupied system.  The holder of this card may place a defense (+1 D, -1 A) token one one of the systems activated by their tactical actions.

Warfare – 8

Tactical

Players may play tactical actions on any enemy or unoccupied system.  The holder of this card may place a warfare (+1 A, +1 M) token on one of the systems they activate.

Research – 9

Strategic

Players may purchase a single technology.  Any planetary bonuses are received as trade goods.  Holder draws 2 research cards from a deck and returns one of them.  Holder purchases technology at cost of 2 less.

Politics – 10

The player with the most untapped influence draws two cards and chooses one card to vote on.  Players spend influence to vote on the card.  Holders of this card double the value of influence spent.

Trade – 11

Strategic

Players may spend a strategy allocation to collect from established trade routes.  Players may establish trade routes with any connected opponent.  Holder collects from their trade routes.

Victory – 12

Holder may claim a victory condition.

3.2 Racial Objective Cards

Each race has a set of victory cards totalling 10 victory points.  These are to be used instead of the common victory objectives.  They follow the standard rules for claiming objective cards.

Secret Objectives are still dealt as normal.

3.3 Special Objective – Mecatol Rex

Occupying Mecatol Rex is worth 1 VP, which can be claimed as any other objective.  If the you no longer control Mecatol Rex in any status phase, you lose the VP.

3.3 Turn Order

During each phase, turns start with the Speaker and go clockwise around the table rather than following the strategy cards.

3.5 Galaxy Construction – Deck of Systems

In this variant, the galaxy is not pre-made.  The layout is done as the main rules (or any other you choose) but the systems are not placed.  Instead, create a face-down deck of hazard systems, empty systems and planetary systems that match the specification of the game you are playing (the main rulebooks describe how many systems of each you need).

Deal one hazard to each player, then one empty system, then two planetary systems.  Shuffle the rest together.  The total systems (hands + deck) should be equal to the number of systems needed to complete the layout.

Players will place the systems in the exploration phase.  They can place them anywhere as long as they valid in the layout and there is no system that would be nearer to a homeworld.  This means that all neighbouring systems to homeworlds will be placed before the next ring out.  At the end of the exploration phase, deal a new system to each player until their hand of systems.

Any empty spaces are impassible until they are filled in.

Editorial – This was done so we could start games quicker.  You just put down your home system, the starting forces and go.  It avoided a lot of discussion about galaxy layout.

3.6 Research Decks

Instead of choosing technologies when you research, the technologies are divided into three decks (see appendix 8).  After removing your starting technologies, place the cards face down into their appropriate decks.  Shuffle the decks.

When you purchase a technology or are awarded one through other means, draw the cards from the appropriate decks.  You must have the prerequisites listed to draw from the decks.

Editorial – This was designed to speed up play, and provide more variety for technology patterns.

3.6.1 No Card Prerequisites

Ignore the prerequisites on the technology cards.  When you may ‘skip a prerequisite’ you may draw from a deck one higher that allowed.

3.6.2 Technology Rebate

When you may purchase a technology for cheaper according to any rule (Planets with technology bonuses, etc), you receive those benefits in terms of trade goods after purchasing that technology.

For example, if you buy a level 2 technology, you will pay the full price of 8 resources.  After drawing your technology, you discover it is red and you have 3 planets each providing bonuses to red tech.  You would now receive 3 trade goods.

4.0 Minor Rules

4.1 Negotiation

Hostage Situation may be payed for by either trade goods or influence.  Hostile Locals may be payed off by spending a either trade goods or influence to total double the number of hostile locals.

4.2 No Interruptions

To speed up play, remove the following action cards

  • Sabotage
  • Touch of Genius
  • Synchronicity

4.3 Broken Action Cards

Until they can be revised, please remove the following action cards.  Some of these cards can be used if players agree on their interpretations.

  • Strategic Planning
  • Political Stability
  • Policy Paralysis
  • Flawless Strategy
  • Corporate Sponsorship
  • Tech Bubble
  • Strategic Flexibility

4.4 Broken Political Cards

Until they can be revised, please remove the following political cards.  Some of these cards can be used if players agree on their interpretations.

  • Trade War
  • Incentive Program
  • Aggressive Strategy
  • Recognize Accomplishments
  • Checks and Balances
  • Council’s Censure
  • Non-Aggression Pact

4.5 Broken Races

Until their racial abilities have been adapted, the following races should be removed from play for this variant.

  • The Embers of Muaat
  • The XXCha Kingdom
  • The Naalu Collective

4.6 Short Game

For a short game, play to 10 VP

4.7 Long Game

For a long game, play to 14 VP

5.0 Race Rules

5.1 The Barony of Letnev

Victory Cards (10 VP)

I took control of 3 planets this turn – 1 VP

I have all of my dreadnoughts built and in play – 1 VP

i now spend 10 resources or 10 influence – 1 VP

i have 5 technologies – 1 VP

i control 10 planets outside my home system – 2 VP

I won two space battles this turn, each in different systems against at least 3 opposing ships – 2 VP

I destroyed an opponents space dock at the end of combat this turn – 2 VP

5.2 The Yssaril Tribes

Victory Cards

All three of my space docks are on the board – 1 VP

I control the planets needed to have at least one of each 3 technology specialties

– 1 VP

i am blockading an opponent’s space dock – 1 VP

i have 5 technologies – 1 VP

i now spend 12 trade goods – 2 VP

i have 5 technology advances of the same colour – 2 VP

i now spend 20 resources or 20 influence – 2 VP

5.3 The Winnu

Victory Cards

i control planets with a total influence greater than the players immediately to my right and left – 1 VP

I control the planets needed to have at least one of each 3 technology specialties

– 1 VP

i now spend 10 influence – 1 VP

i have 5 technologies – 1 VP

i now spend 12 trade goods – 2 VP

i control 10 planets outside my home system – 2 VP

i now spend 20 resources or 20 influence – 2 VP

5.4 The Mentak Coalition

Victory Cards

All three of my space docks are on the board – 1 VP

i now spend 4 trade goods, 3 resource and 3 influence – 1 VP

i control 5 planets outside my home system – 1 VP

i won a space battle against at least 3 opposing ships in one system this turn – 1 VP

i won two space battles this turn, each in different systems against at least 3 opposing ships – 2 VP

i have 5 technology advances of the same colour – 2 VP

i now spend 20 resources or 20 influence – 2 VP

5.5 The Lizix Mindnet

Victory Cards

All my dreadnoughts are built and on the board – 1 VP

i now spend 10 resources – 1 VP

i control 5 planets outside my home system – 1 VP

i won a space battle against at least 3 opposing ships in one system this turn – 1 VP

I successfully invaded two planets, each with at least 1 opposing ground force – 2 VP

I have at least 9 tech advances – 2 VP

I contorl 10 planets outside my home system – 2 VP

5.6 The Sardakk N’Orr

Victory Cards

i won a space battle against at least 3 opposing ships in one system this turn – 1 VP

am blocking an opponent’s space dock – 1 VP

i control 5 planets outside my home system – 1 VP

I took control of 3 planets this turn – 1 VP

I successfully invaded two planets, each with at least 1 opposing ground force – 2 VP

i have 5 technology advances of the same colour – 2 VP

i control 10 planets outside my home system – 2 VP

5.7 The Federation of Sol

Victory Cards

I took control of 3 planets this turn – 1 VP

i have technology in all 4 colours – 1 VP

i control 5 planets outside my home system – 1 VP

I successfully invaded one planet at least 1 opposing ground force this turn – 1 VP

I successfully invaded two planets, each with at least 1 opposing ground force – 2 VP

i now spend 20 resources or 20 influence – 2 VP

i control 10 planets outside my home system – 2 VP

5.7 The Naalu Collective

(Remove from game until new racial rules can be written)

Victory Cards

i won a space battle against at least 3 opposing ships in one system this turn – 1 VP

I have 5 technologies – 1 VP

i control 5 planets outside my home system – 1 VP

i am blocking an opponent’s space dock – 1 VP

i now spend 20 resources – 2 VP

i won two space battles this turn, each in different systems against at least 3 opposing ships – 2 VP

i control 10 planets outside my home system – 2 VP

5.8 Universities of Jol-Nar

New Racial Abilities

  • -1 on all combat rolls during Space Battles and Invasion Combat
  • You may spend a command counter from your strategy allocation to re-roll any of your die rolls.
  • You may buy a second technology in the research phase as if you were the holder of the card.

Victory Cards

i have 3 technology advances of the same colour – 1 VP

i have technology in all 4 colours – 1 VP

i control 5 planets outside my home system – 1 VP

i now spend 4 trade goods, 3 resource and 3 influence – 1 VP

i now spend 20 resources – 2 VP

i won two space battles this turn, each in different systems against at least 3 opposing ships – 2 VP

i have 5 technology advances of the same colour – 2 VP

5.9 The Yin Brotherhood

Victory Cards

I took control of 3 planets this turn – 1 VP

i now spend 10 influence – 1 VP

i control planets with a total influence greater than the players immediately to my right and left – 1 VP

i successfully invaded one planet at least 1 opposing ground force this turn – 1 VP

i now spend 20 resources – 2 VP

i won two space battles this turn, each in different systems against at least 3 opposing ships – 2 VP

i have 5 technology advances of the same colour – 2 VP

5.10 The Clan of Saar

Victory Cards

I took control of 3 planets this turn – 1 VP

All my star docks are built and in play – 1 VP

I now spend 8 trade goods – 1 VP

I am blockading an enemy star dock – 1 VP

i control 10 planets outside my home system – 2 VP

i won two space battles this turn, each in different systems against at least 3 opposing ships – 2 VP

I destroyed an opponents space dock at the end of combat this turn – 2 VP

5.11 The Emirates of Hacan

Victory Cards

i have technology in all 4 colours – 1 VP

All my star docks are built and in play – 1 VP

I now spend 10 trade goods – 1 VP

i control planets with a total influence greater than the players immediately to my right and left – 1 VP

I have at least 9 tech advances – 2 VP

i now spend 20 resources or 20 influence – 2 VP

i control 10 planets outside my home system – 2 VP

6.0 VIctory Card Appendix

1 VP

  • I took control of 3 planets this turn – 1 VP – 3 Trade Goods
  • I control the planets needed to have at least one of each 3 technology specialties
  • All three of my space docks are on the board
  • i have technology in all 4 colours
  • i control 5 planets outside my home system
  • i have 3 technology advances of the same colour
  • I now spend 6 trade goods
  • i won a space battle against at least 3 opposing ships in one system this turn
  • i have more than one technology advance in 3 different colours
  • i control planets with a total influence greater than the players immediately to my right and left
  • i now spend 10 resources or 10 influence
  • i successfully invaded one planet at least 1 opposing ground force this turn
  • i now spend 10 influence
  • i now spend 4 trade goods, 3 resource and 3 influence
  • i now spend 10 resources
  • i control mecatol rex
  • i am blocking an opponent’s space dock
  • i have 5 technologies
  • i now spend 3 command counters from my command and/or strategy allocation

2 VP

  • I successfully invaded two planets, each with at least 1 opposing ground force
  • I have at least 9 tech advances
  • I destroyed an opponents space dock at the end of combat this turn
  • I control mecatol rex and system and at least 3 adjacent systems
  • i have 5 technology advances of the same colour
  • i now spend 20 resources
  • i now spend 20 influence
  • i control 10 planets outside my home system
  • i now spend 12 trade goods
  • i won two space battles this turn, each in different systems against at least 3 opposing ships
  • i now spend 6 command counters from my command and/or strategy allocation areas
  • i now spend 20 resources or 20 influence

3 VP

  • i control mecatol rex system and all systems adjacent to it
  • i control planets with a combined influence greater than the combined influence of all the planets controled by my two neighbours
  • i control 11 planets outside my home system

Win the game

  • I control 18 planets outside my home system
  • I control all the planets in the home systems of two other players
  • I have 12 Victory Points

7.0 New Strategy Cards

8.0 Research Decks

 

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