This is to be read in conjunction with the Living Rules. It tries to describe which optional rules are in force, and clarify some points. At the very end, I have a more definitive "If we played a game right now" list of options. http://boardgamegeek.com/wiki/page/Twilight_Imperium_FAQ is an attempt to assemble a set of post-Living-Rules clarifications. The game is played in "rounds" and during each round players take "turns". This is really confusing. So confusing, a lot of the official Errata is because the publisher forgot their own mad terminology. I think I have scored through "turn" on most of the affected cards, and Clare is coming with her silver pen to write "round" on them, but any time something says "once per turn", it probably doesn't mean it. Deals are not normally binding. There's no such thing as an "instantaneous" deal; one party to the deal must go first, taking it on trust that the other party will follow through. Promissory Notes create binding deals; and deals explicitly mandated by the rules (eg the Hacan's ability to trade Action Cards) are binding, although even then the Hacan could only trade with one player at a time (eg, they cannot broker a card swap between two other players without the potential for betrayal). [Optionally, with a view to speeding up the game; the Hacan _can_ broker deals bindingly, but they get to see both ACs being traded, and must have a free AC slot to broker a deal.] http://www.preeminent.org/steve/games/ti3/ti3demo/ is by no means perfect (old Strategy Cards, and one or two actual rules errors) but it gives a good impression of the flow of the game. PLEASE read the rule in 7.3 about victory timing, or there will be tears before bedtime. When something is done "in the order of play", this means that if every player has a Strategy Card, the thing is done in ascending order of Strategy Card numbers. Otherwise, it means that it is done clockwise, starting from the Speaker. There are one or two Political or Action Cards that let you rifle the draw piles. Those cards should, for sanity's sake, be removed. If you draw one, discard it and redraw. (Rationale: the Action Card deck contains several hundred cards, which a player unfamiliar with the deck would have to look through in agonising analysis-paralysis). If you draw a PC or AC pertaining to rules not in play, discard it and redraw. Do so _even if_ it is one of the Shards ACs that says it can instead be played as a Trade Good. You may not reveal your Secret or Preliminary Objective(s), but you can reveal any other card you hold, to all or to a strict subset of the other players. 6.1 Preparing the Objective Cards The "Preliminary Objectives" option changes this procedure, if in play. Also, start with one Objective revealed (this is the normal rule with Bureaucracy, it's just easy to miss.) 6.2 Creating the Galaxy See Z.1 below. With 5 players, use the layout on page 86 of the rulebook (just the shape of the map, not the predetermined hex contents). However, ignore all the special rules about wormholes. Hexes 1/2/3/4/5 are just considered connected as if they were adjacent to each other normally. The pool of systems comprises 3 Special, 6 Empty, and 16 Regular systems. With 7 players, use the 8-player map, removing a start position and the same pattern of hexes around it as for the 5-player map. 7 Special, 10 Empty, and 30 Regular systems. With 4 players, remove the two lines of dark blue hexes down the side of the map (page 53, living rulebook) and place 3 Special, 6 Empty, and 16 Regular systems. With 3... the 3-player map is a bit hard to fix. Consider specifically ensuring that both wormhole pairs make the cut. Wormholes greatly open up the board. 7.1 Strategy Phase In a 4- or 8-player game, add Warfare I to the strategy cards. Remove it if a player is eliminated. Alternatively, add a ninth card; the ninth card has priority 9, no primary action, but enables the holder to use the secondary ability of all Strategy Cards without paying a Command Token, like the Initiative card from the unexpanded game. The ninth card is in play if and only if eight cards are actually going to be selected; as soon as a player is eliminated from such a game, the ninth card cannot be selected. Alternative II: the 9th SC lets you bring a Leader, even one previously killed, into play on a planet or fleet you control. This is the only means by which Leaders can enter play. This 9th Card remains in play if there are fewer than 8 picks to be made, but does not accumulate Bonus tokens in that case. [Rationale: Bureaucracy is not much use on early turns.] 7.2 Action Phase Besides a Tactical, Strategic, Transfer Action, or Pass, it is common for Action Cards or Racial Abilities to be used "in place of an action". [Removed a brake on the Yssaril here; while they are very strong, the Political Intrigue game weakens them.] 7.2.1 Strategic Action The active player "may never" execute the Secondary Ability of their own Strategy Card, it says... unless specifically permitted, eg by a racial ability. (In general, racial abilities, action cards, etc. may overrule the rulebook, but this is a particularly misleading example with its bold "may never".) 7.2.2 Tactical Action and Combat Unless a card permits it, two players can never have ground units on the same planet or space units in the same hex unless they are about to proceed to a Space Battle or Invasion Combat, and the end result of that combat must be that at most one player has units on the contested planet or hex. If it seems that during any other point in the Sequence of Play, units from more than one player can stack on a planet or in a hex, you've probably made a mistake. 7.3 Status Phase It is likely we'll use the "Long War" option, 12.2, so the game will run to 13 Victory Points. As in the FAQ, you may not score a Preliminary and a Secret Objective (or two Secret Objectives, which some Political Cards make possible) at the same time. Bubble Victories (experimental): a player who scores a Public and Preliminary/Secret Objective on the same round may not claim a victory during the Status Phase of that round if they needed the VP from the Preliminary or Secret Objective to do so. If they had enough VP to win without one of the Objectives, they may do so even after scoring both of them; they also might still win as a result of Imperium Rex coming up next round; they could win in the next Status Phase even if they have scored no more VPs; and if they scored a VP from any other source (eg an Artifact) or gained a Support of the Throne Promissory Note they would win immediately. (The intention is that you can't pull a surprise victory by sandbagging your Secret Objective, but that you can't actually lose out by claiming two objectives in the Status Phase.) When the "Imperium Rex" objective card is drawn, the game ends immediately. (This is the standard rule, not a variant. It is here because this document previously listed a variant). An eliminated player who leads on VP cannot win at Imperium Rex, although their opponents should feel suitably humiliated. For the purposes of Objectives referring to home systems, the "Creuss" system is a home system. The "Creuss Gate" system is not, although it is for other purposes. For the purposes of the "Threatening" secret objective, the Creuss Gate is adjacent to Creuss if you could move through the wormhole. 7.3.X Victory Timing and other gotchas The game can be won at any time; after taking an artifact, after getting a Support of the Throne Promissory Note, when a Political Card awards VPs, etc. However, there is no tie-breaker procedure except at Imperium Rex. Nearly all game actions happen in a closely defined order; when a Political Card assigns VPs to players, they are assigned in the order of play. You can't score Public, Preliminary, or Secret Objectives unless you control your home system (or you are the Saar), but you are not otherwise prevented from winning. There's a Stage II objective that requires you to destroy GFs. Destroying Mechanised Units also qualifies. 8 Space Battles 12.16 Tactical Retreats will be in force. Note that the criterion for a system being used for a normal retreat is "no enemy ships", but for a tactical retreat it is "no enemy units". In the rules as written, a retreat or withdrawal is cancelled if the enemy has no units in system. Change to "no space units". When a force retreats or withdraws, PDS which did not fire at it during its previous movement may fire at it, if in range. Both these changes are intended to discourage "forward retreats" which cheese the retreat rules to advance. There's an important FAQ about pre-combat abilities such as Anti-Fighter Barrage and Assault Cannon on page 99. These are resolved in an order selected by the defender. As a guiding principle, space units (including fighters, even if you do not have the Advanced Fighters technology) belonging to more than one player can never be in the same hex unless a Space Battle then takes place. (Units can move through a hex with enemy units in some circumstances). 10.1.4 Ghosts of Creuss If the Ghosts are in the game, the Wormhole Nexus (12.14) should probably always be used. 10.9.1 Playing Action Cards This somewhat odd procedure is here because one or two Action Cards, if you predicted they were coming, could be mitigated with an Action Card of your own. The obvious example is "Direct Hit" which can destroy a damaged Dreadnought, and the card which would allow you to repair it (if you were ahead in the order of play). Optional: Abandon the rulebook Action Card procedure. You may play an Action Card in response to another player's Action Card if you are ahead in the order of play (clockwise from the Speaker if there are no Strategy Cards assigned); yours is resolved first. Yours might also be responded to by another player even further ahead in the order of play. If yours becomes impossible to resolve, it is returned to your hand, but if it can be resolved it must be even if the outcome is not what you originally anticipated. The Nanotechnology tech blocks Action Cards from being played on your capital ships. This applies to cards played specifically on ships; for example, Direct Hit and Recheck. It would not apply to cards that interact with ships indirectly such as Moment of Triumph (which gives a bonus when played after destroying an opponent's warsun). 10.10 Voting in the Galactic Council Bear in mind that voting is clockwise from the player on the Speaker's left. However, with Political Intrigue, Spies are revealed clockwise from the Speaker, and Promissory Notes are offered clockwise from the Speaker. If it becomes relevant somehow, the results of Political Cards are also resolved clockwise from the Speaker. (The last of these is unclear in the rules.) Sadly, notwithstanding the element of mystery, players should probably know which Representatives the other players have. There are one or two with major implications. 10.12.4 Running Out of Trade Goods Is a silly rule. It's unlikely to come up with the extra TG counters in one of the expansions, but unless persuaded otherwise I will ignore it. 11.1 Space Dock Space docks are "memoryless"; there's no inherent prohibition on producing units at a space dock on the turn it was built. It's difficult to arrange, though, because space docks are built as the last stage in a system's activation; but you might use the Production strategy to produce units there later, or use an Action Card that "deactivates" the system. [Rationale: reduces book-keeping. Any SD on the board is just like any other, rather than one built this turn having a special status not reflected by a counter.] 11.4 PDS Some Great Race reference sheets list the cost of a PDS as 1 resource. This is wrong; it's 2. 11 Units carrying other units Ground Forces, Shock Troops, PDS, and Mechanised Units are on a specific Carrier or War Sun (or Cruiser/Dreadnought, with Stasis Capsules). If their host vessel is destroyed, they are lost, even if capacity exists elsewhere. They can only be taken off their support unit during Planetary Landings; a Carrier cannot (eg) collect Ground Forces from another Carrier before moving elsewhere. Fighters, however, aren't on a specific support unit. Only if their numbers exceed the total available support are they lost; note that Fighter capacity is never counted during Space Battles, so you can lose all your Carriers during a battle and the Fighters can fight on. (They're in trouble at the end of the battle, though.) Note that Gravity Rifts have a chance to destroy all ships moving out of them; this includes Fighters. (This is bad news for Fighters - not only might the Rift destroy their Carrier and leave them dead with no support, but it might destroy each of them individually). 12.2 Option: Long War Yes. What, I want to make a really long game even longer? My experience is that standard-length TI3 games finish just slightly too early. 12.3 Option: Age of Empire No. It's a poor fit with the "optional" Strategy Cards (12.8). 12.4 Option: Distant Suns No. Makes exploration a crapshoot, and seriously slows the opening game for no benefit. 12.5 Option: Leaders No. Leaders add a lot of complication for little benefit. 12.6 Option: Sabotage Runs No. Complete crapshoot. 12.7 Option: Variant ISC No - by 12.8 the ISC is not in play. 12.8 Option: Variant Strategy Cards Yes. These should not really be seen as a variant, but a fix to the originally published game. 12.9 Option: Variant Objectives Maybe; they arguably promote aggression, but also rather are open to "quid pro quo" wars where players trade off minor victories which happen to grant VPs. The 'geek suggests shuffling the whole lot together and seeing what falls out. The trouble with this is three pairs are _very_ similar; two pairs of the form "I control Mecatol Rex and...", and one pair of Stage II objectives, "I now control 10 / 11 planets outside my home system". I suggest the following: select one objective, face down, from each problematic pair. Take all the remaining objectives for a given stage (except Imperium Rex) and shuffle them. Discard half of those, add the "problematic pair" objectives selected beforehand, and treat that as the objective deck. 12.10 Option: Race-Specific Technologies Yes. This again I see as a fix, balancing out the races somewhat. 12.11 Option: Artifacts Yes. Artifacts are placed, if possible, before players know where they will sit. Each artifact also provides a technology speciality in its colour, just like a planet with a technology speciality. (Rationale: as it stands, artifacts are worthless except on the turn of victory.) But remember the victory conditions specifically require you to control "planets" with tech specialities. 12.12 Option: Shock Troops Not created in combat; doesn't come up often, and fiddly to remember. Allow them to be created with the refresh ability of Hope's End. Shock Troops must be taken as casualties before Ground Forces, but remember that Mechanised Units are not Ground Forces. Shock Troops do _not_ require a Ground Force to keep them company. (This rule is there because they have no empire affiliation on the counter, but of course they are either on a particular empire's ships or on a planet which can have an ownership flag placed.) 12.13 Option: Space Mines No. Encourages "turtling". 12.14 Option: The Wormhole Nexus Probably yes, makes the board a bit more interesting. 12.15 Option: Facilities No. There are serious issues with the players who go first bogarting all the facilities. 12.16 Option: Tactical Retreats Yes. Retreats are pretty useless without this rule. 12.18 Option: Custodians of Mecatol Rex Yes. Mecatol Rex is a plum prize. In a change from the printed FAQs, the Fighters and Ground Forces of the Custodians (and, if eg Distant Suns is in play, any other non-player military units) work exactly like player military units in terms of special abilities such as the Yin's conversion. 12.19 Option: Voice of the Council No. Bluntly, you forget it exists, and unless someone has a massive vote advantage it'll just go to whoever has the fewest VPs anyway. 12.20 Option: Simulated Early Turns No. 12.21 Option: Preliminary Objectives No. They vary wildly in difficulty. 12.22 Option: Flagships Yes. Adds flavour to the Great Races 12.23 Option: Final Frontier No, as with Distant Suns. 12.24 Option: Mechanised Units Yes. These need a bit of clarification. They don't normally count as Ground Forces; they don't benefit from techs or Action Cards that improve GFs, but they also can't be targetted by Action Cards that affect GFs, like Plague or Local Unrest, unless it would make it impossible to resolve the card (for example, there's one where player A's GFs are withdrawn from a planet and player B places some GFs. Player A's MUs would also be withdrawn). Because they're not GFs, they're immune to PDS fire, planetary bombardment, the X-89 Bacterial weapon, etc. They fight in ground combat like GFs (with their superior attack roll and Sustain Damage), they're dropped off Carriers like GFs (and PDS), and if you have an MU on a planet, you control it. There's an objective that requires you to defeat GFs. Per the official errata, defeating a MU counts as defeating a GF for this objective. 12.25 Option: Mercenaries Probably not. 12.26 Option: Political Intrigue Yes. We found this to be satisfying. [Alternative from the 'geek: if all a player's Representatives are dead, they may send a generic Councillor who has no bonus votes or special abilities. This prevents irrevocable lockout by repeated assassinations.] Note that you can only _offer_ one Promissory Note per Political Card. If it's refused, too bad; and the player you are thinking of offering one to is perfectly at liberty to lie about whether they'd accept one, then refuse it, preventing you offering it to someone else. The Support of the Throne Promissory Note does stack, if you get more than one. It does not affect the victory at Imperium Rex at all. (Clarification) The Political Card "Necessary Bureaucracy" makes no sense with Representatives. Best guess; the second Political Card is drawn and voted on as in a game without Political Intrigue. Optionally, remove the cursed thing. 12.28 Option: Homeworlds No. You can't score objectives anyway without holding your home system. 12.29 Option: Star in the Crown 12.30 Option: Ancient Throne Irrelevant with variant strategy cards in play. 12.31 Option: Preset Maps No. 13 Strategy Card Summary There's no point in reading the instructions for the non-variant strategy cards. 13.3 Assembly Card [Here is a change from last time we played, which I think simplifies this rule enormously.] If you have three or fewer Political Cards, you may not spend PCs as Trade Goods. If you have four or five PCs, you may spend PCs as TGs. If you have six or more PCs, immediately convert PCs into TGs until you have five. When the Assembly card is to be resolved, each player must select a PC from their hand and give it to the resolving player. The resolving player selects a PC, either from these cards or from their own hand. They return the unused cards to their owners. They may not reveal them, but they may discuss them freely. The player whose PC was chosen draws a replacement. The resolving player appoints the new Speaker - probably themselves, but the new Speaker cannot be the same as the old Speaker. The new Speaker _can_ be the player whose PC was resolved. Rationale: this gives a good selection of political cards, but allows someone unsure of the votes to bogart the Speaker token but put a harmless agenda forward. Conversely a player can easily cooperate with the Assembly player to bring forward a mutually beneficial agenda. 14.3.3 Controlling a System The definition of "controlling a system" - control all planets and have one non-Fighter ship - is important and inobvious. 15.16.1 Jol-Nar and XXcha This is a bit non-obvious; when the Jol-Nar opt to use the Primary of Technology "as well" as the Secondary, or the XXcha the Primary of Diplomacy "instead" of the Secondary, they always pay a Command Counter; but the Jol-Nar can take the free technology from the Primary without having bought a technology with the Secondary, and if the XXcha choose option b) of the Primary ("use the Secondary without paying"), the net effect is just to save some influence. 15.something Wormholes, Keeper of Gates, and the Hil Colish (Creuss flagship) 10.4 says "If only one Wormhole of a type is in play, it has no function and is ignored". This is the special kind of explanatory text which promotes confusion. It is not ignored; you just can't use it to go anywhere under normal circumstances. The Ghosts can still use it. Keeper of Gates is only a valid Secret Objective with at least two wormhole hexes on the main map and at least one wormhole transit possible (other than for the Ghosts). It is not necessary to take the Nexus, nor any D wormhole hex, nor any A or B wormhole hex added to the map later by a counter (eg Distant Suns or the Ghost's Slave Wormhole Generator). If those conditions are not met, discard and replace it. The Hil Colish can't move through its own wormhole. It moves first in normal space (or through other wormholes); then other Creuss units can move to its destination hex through the other two D wormholes. For Gravity Drive, a hex containing a wormhole counts as adjacent to a wormhole if there is a wormhole connection from that hex (eg, if I'm in a hex for wormhole A, I get the benefit if another wormhole A hex exists). Change from rules as written: the Gravity Drive does not stack with any other technology that boosts ship movement such as Type IV Drive or XRD transporters. The sole exception is that when the Muaat research Deep Space Cannon, improving their War Suns' movement to 2 (like everyone else's), they can still benefit from Gravity Drive. (Rationale: the Gravity Drive is stupidly good, especially if one tries to include some wormholes on the map to mix things up a bit. As a dead end in the tech tree, it does not matter if someone doesn't desire it after it has been toned down a bit). Other races cannot move through the Hil Colish's wormhole in either direction. They can use the Gravity Drive when starting adjacent to it. 15.something else Van Hauge (Yin flagship) Ground Forces with the Van Hauge DO NOT take damage from PDS fire at fleets. This is an error. Before Space Battle, the Yin player chooses how many (some, all, or none) of the GFs (and Shock Troops) present with the Van Hauge will operate as Fighters. They are treated as Fighters during the combat sequence for all purposes, including Action Cards, combat values, combat bonuses, Technologies, etc; but track which GF came from which ship or planet when taking casualties. There is no effect if the Van Hauge is destroyed mid-combat. At the end of combat, return each GF to the ship or planet it began on; if the ship has been destroyed, the GF is lost, even if the Yin intended to then use it in a Planetary Landing. 15.something Saar Space Docks Saar Space Docks may not use Gravity Drive. They are already forbidden in the errata from using some other movement-related technologies. Z.1 Distribution of starting positions. The galaxy is created normally, but players do not know which Great Race they will play. Additionally, a player's starting position is "nominal"; from the rules below, they can always take that position if they like it, but if not, they have a chance to take another position. A player dealt fewer than two tiles with planets may call for a redeal of system tiles. OR System tiles are "drafted" - take one from your initial stack and pass the rest of the stack to the player on your left. They select one from that stack and pass it left, and so forth. Alternative placement rules (trial): Fill ring 1 before ring 2, etc. Subject to that, do not place a red-bordered system next to a red-bordered system, unless there is no alternative. Subject to that, if you have more planet systems than non-planet systems, you must play a planet system, and vice versa. If you have more multi-planet systems than single-planet systems, you must play a multi-planet system. Players are assigned Great Races at random after the galaxy is created, but before this step. If all players are familiar with the Great Races, the distribution is secret (deal homeworld hexes face down); otherwise it is public, with players referring to the reference cards. If a player really hates the Great Race they are dealt, they may "mulligan" for one Trade Good, either removed from those given out below or, failing that, as a debt to be paid off as soon as possible in gameplay. Every player secretly ranks the starting positions in order of preference. They must produce an absolute ordering, with no ties... unless they are taking their nominal starting position as first preference. The orderings are revealed. Any player who selected their nominal starting position as first preference automatically starts there. Whenever a player is assigned a starting position, their preference list is ignored thereafter, and the starting position is eliminated from all other players' lists. After that, if any player has a unique first preference, they receive that starting position. If everyone doesn't have a starting position, dice randomly to determine which of the players who've picked the same first preference get theirs. Now (after eliminating preference lists and positions as above) return to checking for unique first preferences, using the new preference lists; then dice randomly again, and so forth until everyone has a starting position. Now look at the players' original preference lists. Each player receives a number of Trade Goods equal to the position of their starting position on that list, minus one. Eg, if you received your fourth preference, you begin with 3 Trade Goods. Players now bid for the Speaker token; each player's base bid is equal to the number of TGs they received above. Start with a random player with the highest base bid and proceed clockwise. Players can now add the TGs they received above to their base bid. For example, our player above automatically bids 3, and can pay TGs to bid up to 6; if every other player had got at least their third preference, the bidding would open with that player above. Bidding continues until one player makes a bid which no other player is willing to exceed. Only the successful player pays for their bid. [Option: you can use TGs to support another player's bid. You might do so to make the player on your right Speaker rather than the player on your left. You would then pay out if their bid succeeded.] [Rationale: a completely free galaxy creation scheme leads to analysis paralysis, but the rules-as-written scheme means a bad tile deal can lead to disaster. This should avoid the analysis paralysis - it's worth trying to build a good starting position - but means if you get screwed, in the worst case you can take a haul of trade goods and the Speaker token to boost your first round.] If we played a game right now: The 9th Strategy card: priority 9, no primary action, use secondaries for free. Long War: yes Bubble Victories: yes Variant Objectives with problematic pairs: yes The Wormhole Nexus will always be used. The optional Action Card procedure will be used. The mix of Trade Goods (or Ground Force/Fighter bonus counters, etc) is not limiting. Mercenaries: No. Infinite supply of Councillor Generics when all Representatives dead: yes. Remove Necessary Bureaucracy: yes. Nominate Political Cards before SC selection: yes. Alternative placement rules: yes Support other players' Speaker bid: yes