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11

Situation: Hostile force: 1 carrier, 10 fighters, 4 cruisers, 1 war sun, 1 ground force Defending force: 1 carrier, 6 fighters, 1 cruiser, with 3 ground forces defending the planet. The planet in question is highly valuable, and this is the final turn (or losing it will cost you the ability to gain VPs this turn). In this situation, you are unable to ...


10

Some minor tweaks that can help: 1) Use the variant Imperial II from the expansion. Tricky juggling of the turn order to ensure you get Imperial is one cause of delay in selection. (Also, Imperial is badly designed and dull...) That variant expects the goals to be face-up - which speeds the game up; everyone can see which vps they're aiming for later on. ...


9

"Imperial" is Twilight Imperium's biggest design flaw (IMO, of course). As you'll typically get the card about twice in a game, and 2 vps is a winning margin in almost all circumstances, it makes the mid/endgame entirely about being the first person to grab Imperial for a second time. In turn, this forces choice of card 1 to get the initiative whenever ...


5

For straight Twilight Imperium, unless you are at a guaranteed win, your first two choices are Imperial, followed by Initiative. If you don't take either of those, then you'll essentiall get skipped over the circle and be two points behind.


5

Never tried it, and I think that making and breaking alliances is a big part of the game. The fact that there can be only one winner keeps everyone on their toes! How would you resolve secret objectives? Will you still go for the victory point path or would you try galaxy domination?


4

Galactic Progression Chart: If you view the original size it should be big enough to read, and maybe even print off as a replacement.


4

I think Tynam's given the main sensible suggestions that don't distort the character of the game too much. If you want to shorten it more, then I think your options are going to have to be more drastic: Remove the Status and Strategy phases! A friend of mine proposed a radical variant of TI3 where things move more fluidly and there aren't the defined ...


4

From the FAQ here: http://new.fantasyflightgames.com/ffg_content/Twilight%20Imperium%203/ti3faq2-2-4.pdf Q: Is an Action Card that has been sabotaged considered played? A: No. For example, a “play as an action” Action Card that is sabotaged does not use up its owner’s action. So yes, you should be able to play another action.


3

Felrey's ability will only trigger when she is present in the combat. From the section on P12 of the Shards of the Throne expansion rulebook "Using Mercenaries In Battle": Any Mercenary abilities that work during battle may only be used if the Mercenary is participating in the Space Battle or Invasion Combat. You could argue that "at the start of ...


3

I'm not claiming an authoritative answer, but when playing recently the rule we followed is the activation rule -- the adjacent PDS may fire into a system that has been activated. So, in your scenario, the PDS would fire only one time. From the TI3 Rule book (page 29): When a player activates a system in range of an enemy PDS unit, the owners of any ...


3

No, nothing changes. The TI3 FAQ puts it fairly straightforwardly on the left hand side of page 2: Elimination A player who controls no planets and has no units on the board is eliminated from the game. He cannot play Action Cards or choose Strategy Cards. After a player has been eliminated, the other players continue the game normally, with ...


3

Dacxive Animators happens at the end of combat but Gen Synthesis happens at the end of each round of invasion combat. Thus, it's possible that Special Ops training would work with Gen Synthesis.


2

It's pretty unlikely that a sabotage run will ever be the most strategically sensible thing to do. However, there could be several occasions when it'd be a fun thing to do. Given how it's a blatant Star Wars reference, it's a good opportunity to throw around movie quotes. (In case anyone didn't realise: the War Sun is an Expy of the Death Star.) And in the ...


2

Maybe it helps if you imagine how hard you will laugh when one actually gets through! Not doing the most logical/sensible action can be a lot of fun, even if it costs some fighters (Which are cheap anyway). Isn't there a technology upgrade that increases the chances of a successful sabotage run?


2

The Space Docks and PDS units are destroyed. From page 3 of the official FAQ version 2.3 Q: If a planet contains one Ground Force, one Space Dock, and one PDS, and “Local Unrest” is played on that planet, are the Space Dock and PDS destroyed? A: Yes. The Space Dock and PDS would be destroyed due to the planet changing ownership (becoming ...


2

As I read the rules, it's pretty straight forward. Your brother is not allowed to simply play an action card. Neither are you. You must announce that you intend to use an action card. If anybody wants to do the same, they announce it as well. Then the cards are being resolved in turn order. The one with the smallest number (Initiative, Diplomacy...) ...


2

My word here is by no means final—there is no clear answer to your question that I can find—but I have a good argument for resolving your case based on the existing rules, FAQ, and card text. There is no rule that states that Emergency Repairs cannot be played in an action cycle began by a player announcing a card that turns out to be a Direct Hit!. (The ...


2

There is no official 2-player variant; the game just wasn't designed for it. But as always, the internet provides. Various fans have proposed two-player rule sets. The Roland Wood variant is probably the most commonly used, building on earlier suggestions by other players. (There was another popular version in the "Shattered Expansion", but I can no ...


1

Yes, the rules (pg. 12) refer to the term "invasion" as: Hostile Landing (also called an "Invasion"): A player lands units on a planet containing one or more of an enemy player's Ground Force units. This will result in an Invasion Combat during the Invasion Combat step. If a player lands units on a planet that is controlled by an opponent, but does ...


1

From page 10 of the Twilight Imperium FAQ (version 2.5): Q: What are the restrictions for building a Saar Space Dock? A: The player must control 1 planet in the system per space dock he wishes to build. Trade stations do not count towards this restriction. From this the Saar need to have control of a planet, so I would think that why the rule ...


1

In response to your three sub-questions and adhering strictly to rules as written (RAW): Ad 1: No, you would not get the bonus for these two techs (Gen Synthesis and Dacxive Animators) as they both happen at the end of invasion combat which is outside the scope of the wording on the card. Ad 2 and 3: Since the card does not state that it only provides its ...


1

The Master's of Orion series is probably the closest PC game to Twilight Imperium, and a great game as well. Other people seem to think this as well, see here, or here. You could also go full circle, and say that TI ispired the Masters of Orion boardgame.


1

Actually, there is an (unlikely) situation when the sabotage run is strategically sensible: When the fighters are of no value to you, you might as well throw them away on the off-chance. This could happen if you're definitely about to lose the carriers/fighter bases, or if the war sun's about to do something that will lose you the game - you might as well ...



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