Twilight Imperium – Dawn of Thrones Mod

Twilight Imperium – Dawn of Thrones

Version 1.2 Ryan Cleven

1. Goal

  • Make a shorter game (6 hours instead of 12)
  • Politics more dictated by race rather than player politics
  • Greater incentive to play to race’s strength

2. Summary

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

I will be uploading the new cards & counters made for the game.

The victory conditions are a little different.  The first player to 16 VP wins.  This is tuneable given the style of game you want to play.  For a race to the stars, play with 14, for a large galactic epic, play to 18 or 20.

Changes in 1.2 – I’ve now radically changed the strategy phase.  Each player has their own complete deck of strategy cards where they choose one in the strategy phase and reveal it simultaneously.

3. New Concepts

3.1 Ages

The Dawn of Thrones game is divided into three phases called ‘ages’.  Each age has a different way to play the strategy component of the game and a different way to score victory points.  They each may have some smaller rules associated with them mentioned in the details.  The ages are meant to parallel the dawn of new empires starting out in the galaxy, their rise to glory and ultimately their competition for dominance.  In addition to the game rules, there is also an advancement condition for each age, when met, the next age begins.

Exploration – The first age. A faster version of the first few turns where the galaxy is explored and initially territory marked
Expansion – The mid game, the second age, where empires are growing but not established, ripe with military conflict
Empire – The end game, where the long strategy pays out and there is a scramble for the throne

3.1.1 Exploration Age

Summary

Players are encouraged to explore and build.  The turn order is simplified and the strategy cards are simplified.  Starting units are specified for each race.  They are different than the normal game.

Advancement

All planets explored or four turns have elapsed.  Advancement is evaluated at the end of the status phase, before the strategy phase.

Victory Points

At the end of the exploration phase, any non-home systems that do contain any planets suffering from the effects of xenophobia as described below awards its owner 1 VP.

(Estimated number is 2-3 VP)

Strategy Phase

Instead of the typical strategy cards each player rolls a die in the strategy phase and the highest roll is the speaker and goes first.  Play proceeds in a clockwise order.

Special Rules

First Contact – All ships move at a speed of 1.  No races benefit from any special abilities. No action cards are collected or can be used.

Exploration markers must be used (see below for modification)

New Technology exploration markers must be used (see below)

Destroyers may ‘bombard’ a planet with an exploration marker.  If successful, all exploration markers are removed from the planet.  This happens in the bombardment phase.

Negotiation – Hostage Situation may be payed for by either trade goods or influence.

Galactic CivilizationPlayers may spend 2 influence to purchase a command counter

Time – Estimated 3 turns at 20 minutes per turn

3.1.2 Expansion Age

Summary

This age has the most in common with the regular TI game.  It has most of the regular strategy cards.  The only difference is that warfare is encouraged through some overt rules

Upon Entering

  • Remove all exploration tokens (except showing wormholes)
  • All races receive their racial bonus
  • All races receive their expansion technologies
  • All races receive their expansion units to be placed in their homeworld hex or any of the neighbouring hexes.
  • Any command counters listed on their race card

Advancement

Any player has 10 Victory Points or more

Victory Points

Victory points are scored two ways.  The first is through the secret objective.  If you have achieved your secret objective you declare it normally.  The second way is through your racial victory cards.  When you enter this age, gather your racial victory cards and you can play them as if you were filling regular victory conditions.

Strategy Cards

The strategy cards as they stand have been removed from the game and replaced with a deck of identical strategy cards for each race.  If there are six players, there would be six individual decks.

In the strategy phase, players select the strategy card they are going to play for that turn and reveal them to each other simultaneously.

Strategy Cards – These are actioned immediately in the strategy phase

1. Leadership – Receive 3 command counters from your reinforcements pool.

2. Assembly – Draw 1 political card and 2 action cards, choose a player to play a political card

3. Trade – Receive 3 trade goods or cancel up to 2 trade agreements.  You may then make a trade agreements with any other players.  Any players with trade agreements with you receive trade goods from their contracts but with 1 fewer resources

4. Technology – You may purchase an additional technology for regular price in the technology phase

Strategic Actions – These are played anytime as an action, and then are discarded

The strategy cards are as below

1. Warfare – Spend astrategy allocation counter to place the warfare token on a fleet as the existing warfare card.  You receive +1 movemand and +1 combat to all ships in the system.  The token may move with any fleet moving out of this system.  Remove this token in the next status phase.

2. Diplomacy – Spend astrategy allocation counter to place the deplomacy counter on any hex on the board.  No player except you may activate this sector.  If another diplomacy card is played on this sector, no one may activate it. Remove this token in the next status phase.

3. Expansion – Spend a strategy allocation counter and 3 influence to claim an empty planet adjacent to a system you control, you may annex up to 2 planets this way

4. Logistics – Receive 1 command counter for every 2 influence you spend up to a maximum of 3 counters.

5. Rally – Spend 1 strategy allocation area to refresh any two planet cards

6. Production – Spend 1 strategy allocation to build units on one of your systems containing one or more friendly space docks with 2 additional resources to use.  Building these units does not activate the system.

The strategy phase is replaced with the technology phase as below.

Strategy cards content are generally unchanged.  Here’s the list of changes.

  1. Remove the technology, beurocracy or empire cards, this means there are only 6 strategy cards.
  2. The diplomacy card has an additional rule. In addition to the original rules, the chosen system is immune to xenophobia this turn (evaluated in the status phase).

Strategy cards are no longer selected during play.  Any action cards that say ‘during the strategy phase’ count as saying ‘during the technology phase.

Any action cards referring to strategy cards may be played at the appropriate time (i.e. selection, play,etc)

Technology Phase

In place of the strategy phase is the technology phase.  In the technology phase players may purchase a single technology for base price listed on the sheet resources and a strategy allocation.  The Jol-Nar may purchase an extra technology when they purchase the above technology for the base price – 6.

OPTION – You may purchase an additional technology that at least one other player has for the (base cost + 2) influence and a strategy allocation

Special Rules

Xenophobia – Any planets in systems which border on enemy systems with occupied planets do not produce resources unless there is a larger number of friendly units on the planet than there are resources.  Any planet in a system with enemy ships also suffers from xenophobia unless the planet has at least as many ground forces as resources. This is evaluated in the status phase when planets are refreshed.  Any system with a stardock never suffers from xenophobia.

Trading Stations do not suffer nor impose xenophobia.

Profiteering – Any victory points claimed immediately reward the player with the same number of trade goods

Action cards are now dealt in this age and used as normal

Time – Estimated 5 turns at 30 minutes per turn

3.1.3 Empire Age

Summary

This age is about politics and positioning.  It is the last chance to catch the leader but also gives the leader great advantages.  It encourages a particular style of play given your previous style of play.  It means that anyone can win, but they must play their strengths.  Starting with a lot of victory points helps you win.

Upon Entering

Advancement

First player to 16 VP wins the game

Victory Points

Victory points are earned through the empire cards.  The empire cards are below.

Secret Objectives are still available.

Strategy Cards

The strategy cards are eliminated and replaced with the empire cards.  During the strategy phase you vote for the Prime Minister.

Special Rules

Golden Age – Any player, as an action, may spend one strategy token and 8 resources to purchase technology as normal (the secondary ability).  The Jol-Nar player’s first technology purchase of the turn is free (still must spend one strategy token).  It must be their first purchase.

Empire Cards are played as strategy cards are, as an action.  In the strategy phase, the criteria are counted and the cards are distributed.  The owner of a empire card MUST play it before the turn is over as normal strategy cards.  It is common for a player to have more than one.  In that case, they must play all the cards they own, each as its own action.

The player qualifies for the victory points if they can maintain the criteria for a card for a full turn after receiving it (i.e. they had control of the card at the last strategy phase).

Archeologist

Criteria – I occupy Mecatol Rex and its system with at least one ground troop on the ground and one non-fighter ship in the air

Ability – Activate 3 PDS’s (do not use additional models) on Mecatol Rex which do not count towards the PDS limit.  You control these PDS as long as you have the card.  PDS’s work as normal.

Victory Points – 1

Merchant

Criteria – I own the most planets

Ability – Purchase one enemy planet with one or fewer ground troops in a system where you have a ship for the price of the planet’s production plus the number of ground troops.

Victory Points – 1

Technocrat

Criteria – I have the most technology

Ability – You can steal one technology per turn from another player regardless of technology tree or receive a free technology as per your own tree.

Victory Points – 1

Admiral

Criteria – I have the most ships (non fighter)

Ability – Increase your fleet limit by one

Victory Points – 1

General

Criteria – I have the most ground forces

Ability – Nominate a system.  All ground forces are at +1 in that system

Victory Points – 1

Prime Minister

Criteria – Voted prime minister using influence from inexhausted planets

Ability – You may take the top three political cards and choose one to execute as per the political card

Victory Points – 1

Emperor

Criteria – I hold more empire cards than any other player and I have held at least three other empire cards for one full turn.

Action – Earn 1 victory point

VP – None

3.2 Technology Exploration

Paired with each exploration marker is a technology exploration marker.  These are the remnants of a long dead civilization.  During the exploration phase, technology can be earned by finding points worth the price of technology.  The player may do so as an action.

The points vary between 1 and 4 with the higher numbers being paired with the more risky exploration markers.

The ‘free technology’ exploration counter is removed from the game.

Technology Exploration points may be exchanged at anytime for the same number of trade goods.  Trade goods can never be exchanged for Technology Exploration Points.

3.3 Fledgling Empires

For Dawn of Thrones, each race starts out with the units listed on the age card for exploration.

3.4 No Interruptions

To speed up play, we have removed the sabotage action cards from the game.  While they do add a degree of uncertainty and drama, they slow the game down a lot with people reluctant to play their action cards.  We remove them to speed up play.  They don’t fundamentally change the game.

4.0 Race Rules

4.1 The Barony of Letnev

Exploration Age

  • Command Counters +3 Fleet Supply, +5 Command Pool
  • 2 Destroyers
  • 1 Carrier
  • 3 Ground forces

Expansion Age

  • 3 Political Cards
  • Command Counters +1 Fleet Supply, +2 Strategic Allocation
  • Technology – 2 Free  (were Hylar & Antimass)
  • 1 Dreadnought
  • Before any space battle or invasion combat round, you may spend 2 trade goods to give all your spaceships +1 or all your ground forces + 2 on their combat rolls for that combat round

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

Empire Age

  • Before any space battle or invasion combat round, you may spend 2 trade goods to give all your spaceships +1 or all your ground forces + 2 on their combat rolls for that combat round
  • Free Units
    • 1 Dreadnought

Notes

  • Original 10.5

4.2 The Yssaril Tribes

Exploration Age

  • 2 Destroyer
  • 1 Carrier
  • 3 Ground forces
  • 3 Fleet Supply
  • 5 Command Allocation

Expansion Age

  • 3 Political Cards
  • You are allowed to skip your action turn during the action phase.  You may not skip two such action turns in a row
  • You draw one additional action card during every status phase
  • you are never limited to a hand size of action cards regardless of the game rules or any active political cards
  • once during every strategy phase you may look at one other player’s hand of cards
  • 1 Carrier
  • 1 Cruiser
  • 2 Ground Forces
  • 2 Fighters
  • 2 Technology
  • 2 Strategy Allocation

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

Empire Age

  • You are allowed to skip your action turn during the action phase.  You may not skip two such action turns in a row
  • You draw one additional action card during every status phase
  • you are never limited to a hand size of action cards regardless of the game rules or any active political cards
  • once during every strategy phase you may look at one other player’s hand of cards
  • Free Tech – 1
  • Free Units
    • 1 Cruiser
    • 1 Carrier

4.3 The Winnu

Exploration Age

  • 3 Fleet Supply
  • 5 Command Allocation
  • 2 Destroyer
  • 1 Carrier
  • 3 Ground forces

Expansion Age

  • 3 Political Cards
  • 2 Strategy Allocation
  • 2 Technologies
  • 1 PDS
  • 2 Fighters
  • you may always add the influence value of your home system planet to your votes, even when it is exhausted
  • your planets that contain at least 1 ground force are immune to the local unrest action card
  • you do not need to spend a command counter to execute the secondary ability of the technology strategy

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

Empire Age

  • you may always add the influence value of your home system planet to your votes, even when it is exhausted
  • your planets that contain at least 1 ground force are immune to the local unrest action card
  • As an action, you may purchase a technology once per turn for the regular price.
  • Free Tech – 1
  • Free Units
    • 1 Carrier
    • 2 Fighters
    • 2 Ground Troops

4.4 The Mentak Coalition

Exploration Age

  • Free Units
    • 2 Destroyer
    • 1 Carrier
    • 3 Ground forces
    • 3 Fleet Supply
    • 5 Command Allocation

Expansion Age

  • 3 Political Cards
  • 1 Fleet Supply
  • 2 Strategy Allocation
  • 2 Technologies
  • 2 Cruisers
  • 2 Ground Forces
  • Before a space battle begins (in which you are participating) you may fire with up to two cruisers or destroyers( or a mix).  Enemy casualties are taken immediately with no return fire allowed
  • During the strategy phase you may take one trade good token from up to two different players.  Each target player must have at least 3 trade goods

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

Empire Age

  • Before a space battle begins (in which you are participating) you may fire with up to two cruisers or destroyers( or a mix).  Enemy casualties are taken immediately with no return fire allowed
  • During the strategy phase you may take one trade good token from up to two different players.  Each target player must have at least 3 trade goods
  • Free Tech – 1
  • Free Units
    • 2 Destroyers
    • 1 Cruiser

4.5 The Lizix Mindnet

Exploration Age

  • 2 Destroyer
  • 1 Carrier
  • 3 Ground forces
  • 3 Fleet Supply
  • 4 Command Allocation

Expansion Age

  • 3 Political Cards
  • 1 Dreadnought
  • 2 Ground Forces
  • 3 Strategy Allocation
  • Free Tech – 3 (were Hylar & Enviro)
  • The base cost of your dreadnought units starts at 4
  • Your dreadnought units receive +1 during space battles
  • Your ground force units receive + 1 when attacking during invasion combat

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

Empire Age

  • The base cost of your dreadnought units starts at 4
  • Your dreadnought units receive +1 during space battles
  • Your ground force units receive + 1 when attacking during invasion combat
  • Free Tech – 1
  • Free Units
    • 1 Dreadnought

4.6 The Sardakk N’Orr

Exploration Age

  • 2 Destroyer
  • 1 Carrier
  • 3 Ground forces
  • 3 Fleet Supply
  • 4 Command Allocation

Expansion Age

  • 3 Political Cards
  • 2 Strategy Allocation
  • You receive +1 to all your combat rolls during space battles
  • You receive + 1 to all invasion combat rounds
  • Free Tech – 2 (were Hylar & Deep Space)
  • Free Units
    • 1 PDS
    • 2 Ground Forces

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

Empire Age

  • You receive +1 to all your combat rolls during space battles
  • You receive + 1 to all invasion combat rounds
  • Free Tech – 1
  • Free Units
    • 3 Ground Forces
    • 1 Carrier

4.7 The Federation of Sol

Exploration Age

  • Free Units
    • 2 Destroyer
    • 1 Carrier
    • 3 Ground forces
  • Original 9.5

Expansion Age

  • 3 Political Cards
  • 2 Strategy Allocation
  • 2 Technology
  • 1 Carrier
  • 2 Ground Forces
  • As an Action you may spend one command counter from your strategy allocation box to place two free ground forces on any one planet that you control
  • During the status phase you receive one extra command counter

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

Empire Age

  • As an Action you may spend one command counter from your strategy allocation box to place two free ground forces on any one planet that you control
  • During the status phase you receive one extra command counter
  • Free Tech – 1
  • Free Units
    • 3 Ground Forces
    • 1 Carrier

4.7 The Naalu Collective

Exploration Age

  • Free Units
    • 2 Destroyer
    • 1 Carrier
    • 3 Ground forces
  • Original 12

Expansion Age

  • 3 Political Cards
  • The initiative number on your chosen strategy card is always 0.  This means that you are always first
  • If attacked, a naalu fleet may retrate before the beginning of space battle step of the tactical action sequence (following the normal retreat rules & restrictions)
  • Free Tech – 2 (were Antimass & Enviro)
  • Free Units
    • 1 Cruiser
    • 4 Fighters
    • 1 Ground Force

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

Empire Age

  • The initiative number on your chosen strategy card is always 0.  This means that you are always first
  • If attacked, a naalu fleet may retrate before the beginning of space battle step of the tactical action sequence (following the normal retreat rules & restrictions)
  • Free Tech – 1
  • Free Units
    • 2 Fighters
    • 1 Cruiser
    • 2 Ground Forces

4.8 Universities of Jol-Nar

Exploration Age

  • Free Units
    • 2 Destroyer
    • 1 Carrier
    • 3 Ground forces
  • Original 16.5

Expansion Age

  • 3 Political Cards
  • You suffer -1 on your space combat rolls
  • You suffer -1 on your invasion combat rolls
  • When executing the secondary ability of the technology strategy, you may execute both its primary and secondary abilities
  • You may spend a command counter your strategy allocation to immediate re-roll any of your die rolls.
  • Free Tech – 4 (were Hylar V, Antimass, Enviro, Sarween)
  • Free Units
    • 1 Carrier
    • 1 Dreadnought
    • 1 Fighter
    • 1 PDS

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

Empire Age

  • You suffer -1 on your space combat rolls
  • You suffer -1 on your invasion combat rolls
  • You may spend a command counter your strategy allocation to immediate re-roll any of your die rolls.
  • As an action, you may purchase a technology for full price (8) once per turn
  • Free Tech – 1
  • Free Units
    • 1 PDS
    • 1 Carrier
    • 2 Fighters

4.9 The Yin Brotherhood

Exploration Age

  • Free Units
    • 2 Destroyer
    • 1 Carrier
    • 3 Ground forces
  • Original 11

Expansion Age

  • 3 Political Cards
  • Before invasion combat in which you are the attacker begins, you may roll 1 die.  On a 5+ your opponent loses 1 ground force and you gain 1 ground force.
  • Immediate before the second round of a space battle you may discard one of your participating destroyers or cruisers to choose one opponing ship present and immediately inflict one hit on it
  • Once per turn, as an action, you may place your control marker on an unexhausted planet card you control.  Until the end of the round, its influence and resource values are reversed.
  • Free Tech – 2 (were Hylar V, Antimass, Automated defense turrets)
  • Free Units
    • 1 Carrier
    • 1 Ground Force
    • 4 Fighters

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

Empire Age

  • Before invasion combat in which you are the attacker begins, you may roll 1 die.  On a 5+ your opponent loses 1 ground force and you gain 1 ground force.
  • Immediate before the second round of a space battle you may discard one of your participating destroyers or cruisers to choose one opponing ship present and immediately inflict one hit on it
  • Once per turn, as an action, you may place your control marker on an unexhausted planet card you control.  Until the end of the round, its influence and resource values are reversed.
  • Free Tech – 1
  • Free Units
    • 4 Fighters
    • 1 Carrier

4.10 The Clan of Saar

Exploration Age

  • Free Units
    • 2 Destroyer
    • 1 Carrier
    • 3 Ground forces
  • Original 11

Expansion Age

  • 3 Political Cards
  • Gain 1 trade good for each planet you control at the start of the age
  • Gain 1 trade good each time you acquire a planet
  • Your space docks have a movement of 1 but may not build during the same activation in which they move.  Your space docks are never placed on planets and have a production capacity 4.  Your space docks are destroyed if ever present with an opponents ship without any of your ships present
  • Any system with a stardock suffers no xenophobia
  • You may fullfil objectives even if you don’t control your home system
  • Free Tech – 2 (were Antimass, XRD transporter)
  • Free Units
    • 1 Carrier
    • 1 Ground Force
    • 2 Fighters

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

Empire Age

  • Gain 1 trade good each time you acquire a planet
  • Your space docks have a movement of 1 but may not build during the same activation in which they move.  Your space docks are never placed on planets and have a production capacity 4.  Your space docks are destroyed if ever present with an opponents ship without any of your ships present
  • You may fullfil objectives even if you don’t control your home system
  • Free Tech – 1
  • Free Units
    • 4 Fighters
    • 1 Carrier

4.11 The Emirates of Hacan

Exploration Age

  • 3 Fleet Supply
  • 5 Command Allocation
  • 2 Destroyer
  • 1 Carrier
  • 3 Ground forces

Expansion Age

  • 3 Political Cards
  • 2 Strategy Allocation
  • 2 Technology
  • 1 Ground Force
  • 1 Carrier
  • 2 Fighters
  • Your trades do not require approval during trade Negotiations
  • You do not need to spend a command counter to execute the secondary ability of the trade strategy.  When you receive trade goods from one of your trade agreements, you receive one additional trade good.
  • No player may ever, except for way, break a trade contract with you
  • During the status phase, you may trade action cards with other players.

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

Empire Age

  • 2 Fighters
  • 2 Ground Forces
  • 1 Carrier
  • Your trades do not require approval during trade Negotiations
  • No player may ever, except for way, break a trade contract with you
  • During the status phase, you may trade action cards with other players.
  • You may spend one trade good to force the ‘Merchant’ player to spend an additional resource when purchasing planets
  • Free Tech – 1

5.0 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

Hidden

Remaining Work

  • Art work
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Comments
  1. IlnoizEwy7 says:

    Hiya every one, can anyone support please.

    Why won’t the hyperlinks on the top menu of the website page that post a message work for me?

    Thanks

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