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Twilight Imperium House Rules and Suggestions


From Jason Little jlittle@gameworks-inc.com
  1. New things to build during "purchase units" phase

    We have little counters to represent these, which can be of any color and used by any race. There may only be one of each type of improvement on any given planet, and a planet may hold no more improvements than its Resource value (including benefits of Refinery, Sarween Tools, etc.). As with shipbuilding, these improvements do count toward the build limit of a planet (can only place Resources or fewer units during Place New Units phase), but unlike ships, players are not required to have a Spacedock on the planet to build these improvements.

    Refinery10 Credits+1 Resources to planet Refinery is built on.
    Consulate10 Credits+1 Influence to planet Consulate is built on.
    Garrison10 CreditsDefending ground troops fight at +2.

    When a planet with planet-side improvements such as these is taken over by Dreadnought bombardment, all such improvements are completely destroyed. If any of these improvements remain after a successful ground combat invasion, however, they will be fully operational for the victor.

  2. Ground Combat Hit Absorption

    The defending player has the option to destroy planet-side counters in lieu of infantry in a ground assault. Acceptable targets are Spacedocks, PDS, Refineries, Consulates and Garrisons. Each of these counts as 1 hit or wound inflicted by the opponent. The only exception to sacrificing these units over infantry is that in any one round, the defender may never sacrifice more of these units than ground forces in a given round of combat.

    For Example, Adam is attacking Beth at Mecatol Rex with 3 ground troops. Beth has 1 PDS and a Refinery on the planet, as well as 2 ground troops. In the first round of combat, Adam scores 2 hits. Beth may destroy the PDS or the Refinery and 1 ground troop or instead remove both ground troops, thus relinquishing control of the planet. She may not, however, destroy both the PDS and the Refinery and leave her ground troops unscathed.

  3. New Political Cards:

    Asylum of Varnum: Elect Planet.
    Chosen planet will be -1 to resources but +2 to influence as a political refuge is stationed on the surface. Any player bombarding this planet will permanently lose 5 Influence.

    Successor Chosen: Elect Player.
    Chosen player is selected to become the successor of a famous Peace Ambassador. Chosen player suffers -1 to all combat and bombardment rolls. Player loses 1 influence for each Dreadnought in their armada, but gains 2 Influence for every Dreadnought in play by other players.

    Economic Subsidies: LAW.
    Vote For--Players may decide to bypass their Draw Action Card Phase in exchange for 5 credits. Vote Against--Law is discarded.

    Trade Injunctions: LAW.
    Vote For-No Player may have more than 1 trade agreement in place at one time. Vote Against-Law is discarded.

  4. New Action Cards:

    Technology Auction:
    Play during Purchase Technology Phase. Instead of purchasing technology this turn, you may sell a Tech advance that you already possess to any player who does not yet have it. More than one player may bid for the technology, but only the highest bidder will receive it. This will take the place of the normal Purchase Technology Phase for all involved parties.

    Bribery:
    Play during Political Phase. During your turn to vote, you may add one vote to your total for each credit you pay to the bank.

    Minor Rebellion:
    Play during Political Phase. If you have more ground troops on a planet than a planet owned by another player in an adjacent system, you may force that player to lose the planet by discarding all remaining ground forces. You must forfeit your vote for this Political Phase.

    Military Intimidation:
    Play during Political Phase. You may force any 1 planet belonging to another player to add its Influence to your total for the Turn provided that you have at least 1 Dreadnought in the same system. This planet will not count toward the owning player's Influence total for this turn.

    Inspired Workers:
    Play during Purchase New Units Phase. All units purchased this turn cost 1 less credit each.

    Kamikaze Pilots:
    Play during the first round of any Space Battle only. Any 1 Fighter or Cruiser in your fleet may make 3 attack rolls during the first round of Battle, but is immediately destroyed.

    Beauracracy:
    Play during Political Phase. You may force another player to forfeit their vote for the current Political Card unless they are willing to discard all of their Action Cards immediately. If they discard their cards, without playing any from their hand, they may vote as normal.

    Misdirection:
    Play before Draw Action Cards phase. Draw all the Action Cards that will be distributed this phase. After looking at all of these cards, you choose which card or cards go to which players, but you must assign the same number of cards that the players would normally receive.

    Thievery:
    Play During Market Phase. Roll 1d10. You may steal that many credits from any other player in the game. If they do not have that many credits, then you take all credits they have remaining.

    Maintenance Work:
    Play during Buy New Units Phase. Player of your choice must pay 1 credit for each Capital Class ship in their armada (Carriers and Dreadnoughts). For each credit the player cannot or refuses to pay, they must assign a damage marker to one of their Capital ships.

    Political Activity:
    Play during Purchase New Units phase. You may purchase Consulates for 5 credits this turn.

    Industrial Efficiency:
    Play during Purchase New Units phase. You may purchase Refineries for 5 credits this turn.

    Military Influence:
    Play during Purchase New Units phase. You may purchase Garrisons for 5 credits this turn.


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