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Political Cards

This page lists all **Political Cards** in Twilight Imperium Third Edition, including both expansions

## Setup and Gameplay

### Setting up the Political Deck

All Political Cards are shuffled together to form the Political Deck

When playing with the Assembly or Assembly II Strategy Cards, each player receives 2 Political Cards from the Political Deck

### During Game Play

Each Political Card is an Agenda which represents an issue facing the galaxy that must be resolved by each faction playing the game.

* Agendas either have effects resolved immediately or are Laws (Meaning they have a permanent effect on the rules of the game)

Agendas are resolved during the Action Phase, when players use the Primary abilities of the Political, Assembly or Assembly II Strategy Cards.

Using the Political Strategy Card resolves an agenda drawn from the Agenda Deck, whereas using the Assembly/Assembly II Strategy Cards resolves an agenda from the player's hand.

When playing with the Assembly or Assembly II Strategy Cards, players may not have more than 5 Political Cards in their hand at any time. If they obtain more, they must discard down to hand limit.

## Base Game

There are 60 Political Cards in the base game of Twilight Imperium Third Edition

## Shattered Empire

The Shattered Empire Expansion released 32 new Political Cards

## Shards of the Throne

The Shards of the Throne Expansion released 19 new Political Cards
Shards of the Throne

**Shards of the Throne** was the Second Expansion for Twilight Imperium Third Edition

It was released in May 2011 and designed to be Modular; such that any parts may be added to the base game without having to include every new component

The content it adds to the Base Game is discussed below

## New Components

* 4 New Factions: The Arborec, The Ghosts of Creuss, The Nekro Virus and The Lazax (the latter only for use in the Fall of the Empire Scenario)
* Fall of the Empire: A new scenario that allows players to live through the historical fall of the Lazax Empire on Mecatol Rex
* Flagships: Each faction has access to a new, strong ship with a unique faction-based ability
* Mechanized Units: A new, powerful ground unit
* Mercenaries
* Political Intrigue: Greatly adds to the game's Political System

## Improvements Upon Existing Components

* Variant Strategy Cards: 3 Variant Strategy Cards and 2 New Fall of the Empire Scenario Strategy Cards
* Preliminary Objectives
* Final Frontier: Allows use of Space Domain Counters

* System Tiles
	+ Regular Systems: 5 New Regular Systems, including some with the Yellow Technology Specialty and double specialties
	+ Special Systems: The Gravity Rift

* Action Cards: 32 New cards + 2 Replacement Cards
* Political Cards: 18 New Agendas + 1 Replacement Agenda
Elimination

A player who is eliminated is no longer part of the game.

A player is eliminated when they meet all of the following three conditions:

* The player has no ground forces on the game board
* The player has no unit that has “Production.”
* The player does not control any planets

## General Rules

When a player becomes eliminated:

* All of the units, command tokens, control tokens, promissory notes, technologies, command sheets, and the faction sheet that matches that player’s faction or color are returned to the game box, including those in their reinforcements
* All agenda cards they own are discarded
* All promissory notes they have that matches another player’s faction or color are returned to that player
* All action cards in their hand are discarded
* All of their strategy cards are returned to the common play area
* Promissory notes that match the eliminated player are returned to the game box, even if another player has them
* All their secret objectives are shuffled back into the secret objective deck whether they have been scored or not

If the speaker becomes eliminated, the speaker token passes to the player to the speaker’s left

If a game that started with five or more players becomes a game with four or fewer players due to elimination, the players continue to select only one strategy card during the strategy phase.

If a player becomes eliminated, any units they have captured are returned to the reinforcements of their original owners.

## Faction Specific Rules

* If a player becomes eliminated and the Nekro Virus’ assimilator “X” or assimilator “Y” token is placed on one of their faction technologies, that technology remains in play
* If the Ghost of Creuss player becomes eliminated, their wormhole tokens remain on the game board for the remainder of the game
* If the Naalu player becomes eliminated while another player has the Naalu player’s “0” token, that token remains with its current player until the end of the status phase, and then it is removed from play
* If the Titans of Ul player becomes eliminated while their hero or promissory note is attached to a planet, those attachments and attachment tokens remain in play for the remainder of the game
* If the Mahact Gene-Sorcerers become eliminated while they have another player’s command tokens on their faction sheet, those command tokens are returned to their respective players’ reinforcements
* If the Mahact Gene-Sorcerers have an eliminated player’s command token on their faction sheet, that command token remains in play, as does the eliminated player’s commander, if it is unlocked

## Trivia

* With their Faction Technology, I.I.H.Q Modernization, The Council Keleres is the only faction that cannot be eliminated since they will always control 1 planet.
Blockaded

**Category:** Rules

A player’s unit with “Production” is blockaded if it is in a system that contains another player’s ships but does not contain any of their own ships

A player cannot use a blockaded unit to produce ships, however they can still use a blockaded unit to produce Ground Forces

When a player blockades another player’s space dock, if the blockaded player has captured any of the blockading player’s units, those units are returned to the blockading player’s reinforcements

While a player is blockading another player, the blockaded player cannot capture any of the blockading player’s units
Abilities

## Resolve Abilities

Cards and faction sheets each have abilities that players can resolve to trigger various game effects. Each ability describes when and how a player can resolve it. If a card has multiple abilities, each ability is presented as its own paragraph.
If an ability contains the word “Action,” a player must use a component action during the action phase to resolve that ability.

Abilities on components that remain in play are mandatory unless those abilities use the word “may.” If an ability has multiple effects separated by the word “and,” a player must resolve as many of the ability’s effects as possible. However, if the player cannot resolve all of its effects, that player is allowed to resolve as many as they can.

## Costs

Some abilities have a cost that is followed by an effect. The cost of an ability is separated from the effect by the word “to” or by a semicolon. A player cannot resolve the effect of such an ability if they cannot resolve that ability’s cost.

Some examples of an ability’s cost include:

* Spending resources
* Spending trade goods
* Spending command tokens
* Exhausting cards
* Purging cards
* Activating specific systems.

## Timing

 If the timing of an ability uses the word “before” or “after,” the ability’s effect occurs immediately before or after the described timing event.

If the timing of an ability uses the word “when,” the ability’s effect occurs at the moment of the described timing event. This typically modifies or replaces the timing event in some way. Effects that occur “when” an event happens take priority over effects that occur “after” an event happens.

If an ability uses the word “then,” a player must resolve the effect that occurs before the word “then” or they cannot resolve the effect that occurs after the word “then.”

Each ability can be resolved once for each occurrence of that ability’s timing event.

## Component Specific Rules

The opening paragraph of each ability found on an action card describes when a player can resolve that card’s ability, and most abilities found on promissory notes describes when a player can resolve that card’s ability. Some promissory notes have abilities that trigger as soon as a player receives the card.

Abilities on agenda cards correspond to a voting outcome. Players resolve these abilities during the agenda phase after players vote.

Each faction has faction abilities presented on its faction sheet. Each faction’s flagship and mech has one or more unique abilities. Some abilities provide players with perpetual effects.

## Unit Abilities

Some units have unit abilities. These abilities are named and presented above a unit’s attributes on a player’s faction sheet or on a unit upgrade card. Each unit ability has unique rules for when a player can resolve that ability. The following abilities are unit abilities:

• Anti-Fighter Barrage
• Bombardment
• Deploy
• Planetary Shield
• Production
• Space Cannon
• Sustain Damage
Mechanized Units

Mechanized Units were introduced in the Shards of the Throne Expansion for Twilight Imperium Third Edition.

Each player has 4 Mechs in their reinforcements

Mechs function as Ground Forces regarding invading and controlling planets and thus participate in Invasion Combat.

They are immune to abilities that refer to Ground Forces (Action Cards, Domain Counters, Bombardment, PDS Fire, Leader abilities)
Zelian Purifier (UNOFFICIAL)

Faction Sheet

Lore

## Discordant Stars

This section of the wiki covers **Discordant Stars**. **Discordant Stars** is a fan-made unofficial expansion for Twilight Imperium 4 created to be compliant with Asmodee policy. **THIS SHOULD NOT BE MISTAKEN FOR OFFICIAL CONTENT.**

## Faction Abilities

* **OBSESSIVE DESIGN:** During the action phase, after you research a unit upgrade technology, you may use the PRODUCTION ability of 1 of your space docks in your home system to produce units of that type, reducing the combined cost of the produced units by 2.
* **BIOPHOBIC:** During the agenda phase, the number of votes you cast is instead equal to the number of planets you exhaust to cast votes.
* **PARANOIA:** Game effects other than your command tokens cannot prevent you from activating, or moving ships into, your home system.

## Faction Promissory Note

**Hyperkinetic Ordinance**

> When 1 or more of your units would make a BOMBARDMENT roll:
>
>
> If you produce 1 or more hits during this BOMBARDMENT roll, produce 1 additional hit for that roll.
>
>
>
> Then, return this card to the Zelian player.
>
>

## Faction Technologies

 **Shard Volley**

> When 1 or more of your units produce 1 or more hits during a BOMBARDMENT roll against a planet, produce 1 additional hit for that roll.
>
>

> Prerequisites:
>
>

## Faction Specific Units

(Infantry)
During invasion, this unit must commit to a planet it bombards.
 Impactor II
(Infantry)
After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.

## Flagship

**Bombardment 5**
**Anti-Fighter Barrage 5**
When this unit makes a combat or unit ability roll, it rolls 1 additional die for each asteroid field adjacent to this unit.

## Leaders

 **Commander** |      | Zelian B - The Hunter
 **Hero** |      | Zelian R - The Destroyer
After you move a unit with BOMBARDMENT into a non-home system other than Mecatol Rex:
You may gain trade goods equal to the total combined resource values of planets in that system. If you do, destroy all units on planets in that system and replace that system tile with the Zelian asteroid tile. Then, purge this card and each planet card that corresponds to the replaced system tile.

## FAQ

**Q**: (WIP)

**A:** (WIP)
Discordant Stars Tiles (UNOFFICIAL)

## Discordant Stars

This section of the wiki covers **Discordant Stars**. **Discordant Stars** is a fan-made unofficial expansion for Twilight Imperium 4 created to be compliant with Asmodee policy. This section of the wiki covers the Uncharted Space spinoff of Discordant Stars, which add many new tiles. **THIS SHOULD NOT BE MISTAKEN FOR OFFICIAL CONTENT.**

## Tile Count

    This Uncharted Space spinoff of Discordant Stars includes 24 additional tiles. There are 24 new system tiles, including 5 new legendary planets and 19 other tiles. Of these, 16 are blue-backed non-anomaly planet tiles and 8 are red-backed anomaly/empty tiles. These tiles are additionally listed in the Discordant Stars Reference Document.

## Other Discordant Stars Tiles

Additionally, there are 12 blue-backed planet tiles and 7 red-backed anomaly/empty space/wormhole tiles. These are:

* 241: Troac - C 0/4
* 242: Etir V - H 4/0
* 243: Vioss - C 3/3
* 244: Fakrenn - H 2/2, alpha wormhole
* 245: San-Vit - C 3/1, Lodran - H 0/2 Yellow
* 246: Dorvok - I 1/2 Red, Derbrae - C 2/3
* 247: Rysaa - I 1/2 Blue, Moln - H 2/0 Green
* 248: Salin - H 1/2, Gwiyun - H 2/2
* 249: Inan - I 1/2, Swog- I 1/0
* 250: Detic - C 3/2, Lliot - C 0/1
* 251: Qaak - C 1/1, Larred - I 1/1, Nairb- H 1/1
* 252: Sierpin - C 2/0, Mandle - I 1/1, Regnem - H 0/2
* 254: Empty Space
* 255: Empty Space
* 256: Nebula, beta wormhole
* 257: Asteroid Field, Nebula
* 258: Gravity Rift, Asteroid Field
* 259: Gravity Rift, Gamma Wormhole
* 260: Supernova, alpha wormhole, beta wormhole

## Gallery

Silence (Legendary)Echo (Legendary)Tarrock (Legendary)Prism (Legendary)Domna (Legendary) + NebulaTroacEtir VViossFakrenn + AlphaSan-vit + LodranDorvok + DerbraeRysaa + MolnSalin + GwiyunInan + SwogDetic + LliotLarred + Qaak + NairbMandle + Sierpen + RegnemEmpty Tile (#1)Empty Tile (#2)Nebula + Beta WormholeAsteroid Field + NebulaAsteroid Field + Grav RiftGrav Rift + Gamma WHSupernova + Alpha/Beta WHs
## FAQ

**Q**: Can the Fractal Gate legendary ability of Domna be used to move a unit with capacity such as a Carrier and infantry it is transporting?

**A:** No. The terms "Remove" and then "Place" are used in this legendary ability. Because of this, it will not carry transported units. When the Carrier is removed, capacity is checked, and any units in space above capacity will be removed back to your reinforcements.
Fighter

**Unit Type:** Ships

**Previous:** Dreadnought | **Next:** Flagship

**Number in Reinforcements:** 10

*Note*: The number of Fighters a player can produce is not limited by the number of plastic pieces in their reinforcements, and unlimited Fighter tokens can be used to represent extra units. At least one piece of plastic must accompany any group of Fighter tokens in a system, so a maximum of 10 systems may contain a single player's Fighters.

## Base Unit

Fighters are the cheapest ship in the game. Their main function is to take hits in place of more important ships.

Fighters cannot move on their own and must be carried by a ship with capacity (each Fighter counting as 1 unit being carried)

A certain number of Fighters, however, can exist in a system with a space dock without being carried

## Upgraded Unit

Upgraded Fighters gain the ability to move without being carried. However, if they are not being carried, each Fighter counts as 1 towards the fleet limit

Fighters in excess of your ships' capacity count against your fleet pool

## Faction-Specific Variants

### The Naalu Collective

Hybrid Crystal Fighters are stronger than regular Fighters and when upgraded only count as 1/2 toward the fleet limit as opposed to 1

## Fighter Tokens

A Fighter token functions as a plastic Fighter unit for all game purposes

When producing a Fighter unit, a player can use a Fighter token from the supply instead of a plastic piece

Players can replace their plastic Fighters with tokens at any time

If a player ever has a Fighter token in a system that does not contain one of their plastic Fighters, that player must replace it with a plastic Fighter from their reinforcements

If the player cannot replace the token, the unit is destroyed

Fighter tokens come in values of one and three. A player can swap between these tokens as necessary.

## FAQ

**Q:** Can fighters block ship movement?

**A:** Yes, fighters can block ship movement (this was added as a correction in the Living Rules Reference version 1.1).
Planets and Systems (First Edition)

## Mecatol Rex

    Mecatol Rex was once a thriving planet and the center of the Lazax Empire. Once the empire crumbled, the planet was bombarded relentlessly and is now mostly a barren wasteland. Nevertheless, that who controls Mecatol Rex controls the galaxy.

During setup, Mecatol Rex is placed at the centre of the galaxy.

## Base Game

### Special systems

These systems are marked by having no planets and a thin red border. Each has special rules that must be considered

#### Supernova

* There are 2 Supernova tiles in the base game

#### Asteroid Field

* There are 3 Asteroid Field Tiles in the base game

### Other Systems

#### Wormholes

* In addition to Wormholes in Regular systems (above), there is a tile with only a Beta Wormhole

The Torkan system, which contains 1 planet with an Alpha WormholeA system with only a Beta Wormhole
#### Empty Space

* There are 18 Empty Space tiles in the game

## Outer Rim Expansion

### Special Systems

#### Gravity Rift

* There is 1 Gravity Rift Tile
* Any non-fighter ship that attempts to exit a Gravity rift must roll 1 die:
	+ 1-6: The ship must exit through the side with the corresponding numbered result
	+ 7-10: The ship may exit the hex through either of the six sides

* When a ship is forced to exit through a particular side, the player may instead choose to let the ship stay (and end its movement) in the Gravity rift instead. The next turn, they must repeat the above process again.

* Movement out of a gravity rift never counts towards a ships movement value (simply "whips" into adjacent system)
* Movement out of a gravity rift is done 1 ship at a time. Ships move before rolling for the next ship
* The effects of a Gravity Rift may be ignored by any race that has the Spatial Jump Technology (Movement through it is still free)
* Cannot be placed next to another red bordered tile (unless no other option for placement)

#### Nebulae

* There are 2 nebula tiles
* Any ship that enters a nebula must immediately stop its movement (No technology can affect this)
* Fighters have no combat value in a nebula (but may be taken as casualties)
* May not be placed next to another Special System
Shattered Empire

**Shattered Empire** was the First Expansion for Twilight Imperium Third Edition

It was released in December 2006 and designed to be Modular; such that any parts may be added to the base game without having to include every new component

The content it adds to the Base Game is discussed below

## New Components

* 4 New Factions: The Clan of Saar, The Embers of Muaat, The Winnu and The Yin Brotherhood
* Artifacts: An additional way to obtain Victory Points
* Shock Troops
* Space Mines
* The Wormhole Nexus
* Race (Faction)-specific technologies: Each race has 2 faction-specific technologies they may research with no prerequisites
* Facilities: May be added to improve the resources or influence of planets

## Improvements Upon Existing Components

* 2 New Player piece sets in the colors Orange and Gray (increasing the maximum play count to 8)
* Variant Strategy Cards: May be used instead of base game Strategy Cards or in combination (with certain restrictions). Notable is the option to play with the New Variant Imperial II Strategy instead of Imperial
* Variant Objectives: May be used instead of Base Game objectives
* Territorial Distant Suns (Plus New Domain Tokens)
* System Tiles
	+ Regular Systems: 14 New Regular Systems, some with Special Refresh Abilities
	+ Special Systems: Ion Storm and Wormhole Nexus
* Action Cards: 35 New cards + 5 Replacement Cards
* Political Cards: 31 New Agendas + 1 Replacement Agenda
Ground Forces (Third Edition)

In Twilight Imperium Third Edition, Ground Forces are the basic Ground Unit

Ground Forces are not limited to the plastic and may be supplemented by Ground Force tokens if the player is out of plastic pieces

Gen Synthesis: +1 Combat. When destroyed, roll die. On 5+, return to home system
Dacxive Animators
Units (Third Edition)

## Ships

Ships represent spacefaring units. Players use these units to engage one another in space combat and expand their empires to new systems.

### Cruiser

Type IV Drive: +1 Movement
Stasis Capsules: Gain ability to transport 1 Ground Force

### Destroyer

Automated Defense Turrets: +2 AFB with one extra die

### Dreadnought

**Bombardment (Same as combat value)**
- Type IV Drive: +1 Movement
- Assault Cannon: Before space combat, roll combat die for each Dreadnought
- Graviton Negator: Can bombard through PDS
- Nano Technology: Cannot be targeted by Action Cards
- X-89 Bacterial Weapon
- Duranium Armor

### Fighter

Advanced Fighters: +1 Combat, May move without being carried (2 Movement)
Graviton Negator: May participate in invasion combat

### War Sun

**Bombardment**
- Same value as Combat rolls
- May bombard through PDS
- X-89 Bacterial Weapon
- Duranium Armor

### Flagship

In the Shards of the Throne Expansion, each faction gained a unique flagship

## Ground Units

Players use these Ground Units to invade planets or defend their own territories

Ground Forces

Shock Troops

Mechanized Units

PDS

* PDS are able to be carried and transported just like Ground Forces, Mechs and Shock Troops
* If a PDS lands on a non-friendly planet without any accompanying Ground Forces, Shock Troops or Mechs, it is destroyed
* PDS can exist in isolation on friendly planets

**Planetary Shield**
Magen Defense Grid: +1 on all rolls
Graviton Laser System: One re-roll per miss

## Other Units

Space Dock

X = Resource value of the planet the Space Dock is placed
Sarween Tools: +1 Resource for Production
Integrated Economy

Facilities

Introduced in the Shattered Empire Expansion

Mercenaries

Introduced in the Shards of the Throne Expansion

## Related Components

* Space Mines
* Leaders
Attachment

When a player draws an Exploration Card that includes the “Attach” header, they **attach** it to the explored planet’s card by sliding it underneath. Then, they place the matching attachment token on that planet on the game board

That planet is modified by the exploration card’s values and ability, and the attached card remains attached if another player takes control of that planet

## Attachable Components

### Exploration Cards

* Demilitarized Zone: Prevents units being committed to, produced on, or placed on a planet
* Dyson Sphere: +2 Resources, +1 Influence
* Paradise World: +2 Influence
* Tomb of Emphidia: +1 Influence
* Research Facilities (Biotic, Propulsion, Cybernetic or Warfare): Gives the planet the corresponding technology specialty. +1 resources and influence if it has an existing technology specialty.
* Lazax Survivors: +1 Resources, +2 Influence
* Mining World: +2 Resources
* Rich World: +1 Resources

### Leaders

* Ul, the Progenitor (Geoform): Gives Elysium +3 Resources, +3 Influence and Space Cannon 5 (x3)

### Promissory Notes

* Terraform: +1 Resources, +1 Influence, Gains Cultural, Hazardous and Industrial Traits

### Relics

* Nano-Forge: +2 Resources, +2 Influence, Gains Legendary status

In this example, the Dyson Sphere Exploration Card is being attached to the planet Sem-Lore. The Dyson sphere token is subsequently placed on the Sem-Lore tileThe Demilitarized Zone token, Lazax Survivors Token and a Propulsion specialty token

## Trivia

* It is theoretically possible to create a 16 Resource/15 Influence planet using attachable components. This is achieved in the following process:
	+ Using the Titans of Ul Promissory note "Terraform" to give Sem Lore (3/2, Yellow Tech specialty) a +1/+1 and all planet traits, allowing exploration of every deck
	+ Drawing every attachable exploration card and attaching it to Sem Lore
	+ Drawing and using the relic Nano-Forge to further increase resource and influence by 2 each
Planets and Systems (Second Edition)

This page lists all planets and systems in Twilight Imperium Second Edition

## Mecatol Rex

Mecatol Rex was once a thriving planet and the center of the Lazax Empire. Once the empire crumbled, the planet was bombarded relentlessly and is now mostly a barren wasteland. Nevertheless, that who controls Mecatol Rex controls the galaxy.

During setup, Mecatol Rex is placed at the centre of the galaxy.

## Base Game

### Red-Bordered systems

These systems have special rules governing them

#### Supernova

* No ship may enter or pass through
* There is 1 supernova tile

#### Asteroid Field

* No ship may enter or pass through until players achieve the "Antimass Deflectors" technology, which allows movement through but not into
* There are 2 Asteroid Field tiles

### Other Systems

#### Wormholes

* Systems containing corresponding wormholes are adjacent. For example it costs one move to get to a system containing an alpha wormhole and another move to pass through to the other side
* Multiple system tiles contain wormholes. They may be either alpha or beta

### Red-Bordered Systems

These systems have special rules governing them

#### Gravity Rift

There is 1 gravity rift tile

Any non-fighter ship that attempts to exit a Gravity rift must roll 1 die:

* 1-6: The ship must exit through the side with the corresponding numbered result
* 7-10: The ship may exit the hex through either of the six sides

When a ship is forced to exit through a particular side, the player may choose to let the ship stay (and end its movement) in the Gravity rift instead

Movement out of a gravity rift never counts towards a ships movement value (simply "whips" into adjacent system)

Movement out of a gravity rift is done 1 ship at a time. Ships move before rolling for the next ship

Cannot be placed next to another red bordered tile (unless no other option for placement)

#### Nebula

There are 2 nebula tiles in the game

The following rules apply to nebulae

* Any ship that enters a Nebula must immediately stop its movement for the turn. This cannot be averted by technology or other abilities

* Fighters have no combat value in a nebula (but may be taken as casualties

* Nebulae cannot be placed next to other red-bordered tiles (unless there is absolutely no other option for placement)

### Other Systems

#### Empty space tile

The expansion includes 1 empty space tile
Expansions

**Expansions** are extended games with more game-play features that are played with Twilight Imperium.

## Fourth Edition

The Fourth Edition of Twilight Imperium has seen 4 expansions. One formal expansion and three digital codexes (printable new and/or updated cards and components).

* TI4: Twilight Codex Volume I: Ordinian (2020)
* TI4: Prophecy of Kings (2020)
* TI4: Twilight Codex Volume II: Affinity (2021)
* TI4: Twilight Codex Volume III: Vigil (2022)

## Third Edition

The Third Edition of Twilight Imperium saw 2 Expansions:

* TI3: Shattered Empire (2006)
* TI3: Shards of the Throne (2011)

## Second Edition

The Second Edition of Twilight Imperium saw 1 Expansion:

* TI2: Hope's End (2001)

## First Edition

The First Edition of Twilight Imperium saw 3 Expansions:

* TI: Borderlands (1997)
* TI: Distant Suns (1998)
* TI: The Outer Rim (1998)
Cruiser

**Unit Type:** Ships - **Previous:** Carrier | **Next:** Destroyer

**Number in Reinforcements:** 8

Cruisers are mid-grade ships that balance cost with decent speed and firepower.

## Upgraded Unit

Upgraded Cruisers have improved combat, are faster, and gain capacity

## Faction-Specific Variants

### The Titans of Ul

Ul Cruisers start with capacity and when upgraded gain the Sustain Damage ability
Player Components

## Play Cards

### Strategy Cards

Strategy Cards are chosen each round and determine initiative order, as well as granting players an ability to give them an edge in a certain area.

### Action Cards

Players can use action cards to resolve powerful one-time abilities. Each action card indicates when it can be used at the top of its card.

When an action card is used, the player using it reveals the card, resolves its effect, and discards the card. If an action card begins with the word “Action,” it can be used as a component action during a player’s turn of the action phase.

### Agenda Cards

Agenda cards represent galactic laws and policies. Each agenda card has text that includes a number of possible outcomes that will affect the game. During each agenda phase, players will vote for which outcome they want to occur.

There are two types of agenda cards: **Laws** and **Directives**.

### Objective Cards

Players can score objective cards to gain victory points.  The two types of objectives are **Public Objectives** and **Secret Objectives**.  Each objective card describes the requirement a player must fulfill to score the objective and the phase in which it may be scored.

### Promissory Notes

A promissory note helps players negotiate with each other by creating an enforceable contract between them. A player can offer a promissory note to another player as part of a transaction.

Each player begins the game with five promissory note cards; four of which match their player color, and one faction-specific card. Prophecy of Kings added a sixth.

## Other Components

* Command Tokens
* Control Tokens
* Command Sheet
* Reinforcements
* Speaker Token
* Trade Goods / Commodities
* Achievement List
Monks of Kolume (UNOFFICIAL)

Faction Sheet

Lore

## Discordant Stars

This section of the wiki covers **Discordant Stars**. **Discordant Stars** is a fan-made unofficial expansion for Twilight Imperium 4 created to be compliant with Asmodee policy. **THIS SHOULD NOT BE MISTAKEN FOR OFFICIAL CONTENT.**

## Faction Abilities

* **STARFALL GUNNERY:** During movement, while you are not the active player, you may only use 1 of your unit's SPACE CANNON. During each of your actions, up to 3 of your non-fighter ships gain SPACE CANNON 8.
* **DELIBERATE ACTION:** You cannot redistribute command tokens during the status phase. When you pass, you may place 1 command token from your reinforcements in 1 pool on your command sheet that contains no command tokens.
* **MEDITATION:** ACTION: Spend 1 command token from your strategy pool to ready 1 of your technologies.

## Faction Promissory Note

**Combinatorial Bypass**

> At the start of invasion, place this card in your play area.
>
>
> During this invasion, all other player’s units lose SPACE CANNON and PLANETARY SHIELD.
>
>
>
> At the start of your next turn, return this card to the Kolume player.
>
>

## Faction Technologies

 **Applied Biothermics**

> When you pass, you may gain 1 commodity for each other player who has passed.
>
>

> ACTION: Exhaust this card.
>
>

> Prerequisites:
>
>

 **Omniscience Field**

> After a system is activated, you may exhaust this card to choose 1 player. Apply +1 or -1 to all rolls that player makes during this tactical action.
>
>

> Prerequisites:
>
>

## Flagship

**Space Cannon** 7
Hits produced by the SPACE CANNON abilities of your units in this system cannot be canceled.

## Mech

**Space Cannon 8 (x2)**

## Leaders

 **Commander** |      | Issac of Sinci - Kinematics Specialist
 **Hero** |      | Wonell the Silent - Grandmaster of the Order
ACTION: Place this card near the game board; during this game round, after you perform a component action, you may use 1 of your unit's SPACE CANNON against ships in or adjacent to that unit's system, without rolling additional dice.
At the end of this game round, purge this card.

## FAQ

**Q**: (WIP)

**A:** (WIP)

## Trivia

* **Changes 8/25/23 -** Applied Biothermics now grants commodities instead of trade goods.
DS Additional Cards (UNOFFICIAL)

## Discordant Stars

This section of the wiki covers **Discordant Stars**. **Discordant Stars** is a fan-made unofficial expansion for Twilight Imperium 4 created to be compliant with Asmodee policy. **THIS SHOULD NOT BE MISTAKEN FOR OFFICIAL CONTENT.**

## Additional Cards

The Discordant Stars expansion includes a variety of new content, all of which is listed in the Discordant Stars Reference Document. The new content includes the following additional cards:

* 16 new exploration cards, with 4 each for the cultural, hazardous, industrial, and frontier decks,
* 7 new relics, and
* 40 new action cards, which include fan-made lore further entwining the Discordant Stars factions to the broader Twilight Imperium universe.

## Action Cards

Discordant Stars introduced 40 additional Action Cards, bringing the total up to 160 for base game + PoK + DS.

## Cultural Exploration Cards

Discordant Stars introduced 4 exploration cards for each exploration deck.

 **Forgotten Trade Station** | 1
 **Distinguished Admiral** | 1
 **Council Preserve** | 1

### Industrial Exploration Cards

 **Hidden Laboratory** | 1
 **Ancient Shipyard** | 1
 **Orbital Foundries** | 1

### Hazardous Exploration Cards

 **Seedy Spaceport** | 1
 **War Forge Ruins** | 1
 **Arcane Shield Emitter** | 1

### Frontier Cards

 **Folded Space** | 2
 **Suspicious Wreckage** | 1
 **Dark Visions** | 1

### Relics

There are 7 Relics were in the unofficial Discordant Stars expansion.

 **E6-G0 Network** | You may have 2 additional action cards in your hand, game effects cannot prevent you from using this ability.
 **Eye of Vogul** | After you activate a system:
 **Twilight Mirror** | At the start of the agenda phase, you may purge this card to resolve 1 action.
Ground Combat

During the “Ground Combat” step of an invasion, if the active player has ground forces on a planet that contains another player’s ground forces, those players resolve a ground combat on that planet

To resolve a ground combat, players perform the following steps:

**STEP 1**: Each player rolls one die for each ground force they have on the planet; this is a combat roll

* If a unit’s combat roll produces a result that is equal to or greater than that unit’s combat value, that roll produces a hit
* If a unit’s combat value contains two or more burst icons, the player rolls one die for each burst icon instead

**STEP 2**: Each player in the combat must choose one of their own ground forces on the planet to be destroyed for each hit result their opponent produced

* When a unit is destroyed, the player who controls that unit removes it from the board and places it in their reinforcements
* After assigning hits, if both players still have ground forces on the planet, players resolve a new combat round starting with the “Roll Dice” step
* Ground combat ends when only one player (or neither player) has ground forces on the planet
* During the first round of a combat, “start of combat” and “start of combat round” effects occur during the same timing window
* During the last round of a combat, “end of combat” and “end of combat round” effects occur during the same timing window
* After a combat ends, the player with one or more ground forces remaining on the planet is the winner of the combat; the other player is the loser of the combat
* If neither player has a ground force remaining, there is no winner; the combat ends in a draw. In this case, the owner retains control of the planet.
Faction Disposition

This page lists the Disposition of all factions in Twilight Imperium Fourth Edition (including the expansion)

* The Arborec: Mysterious
* The Argent Flight: Dedicated
* The Barony of Letnev: Disdainful
* The Clan of Saar: Melancholy
* The Embers of Muaat: Grim
* The Emirates of Hacan: Nomadic
* The Empyrean: Contemplative
* The Federation of Sol: Determined
* The Ghosts of Creuss: Enigmatic
* The L1Z1X Mindnet: Calculating
* The Mahact Gene Sorcerers: Imperious
* The Mentak Coalition: Rebellious
* The Naalu Collective: Seductive
* The Naaz-Rokha Alliance: Optimistic
* The Nomad: Altruistic
* Sardakk N'orr: Aggressive
* The Titans of Ul: Patient
* The Universities of Jol-Nar: Aloof
* The Vuil'Raith Cabal: Voracious
* The Winnu: Righteous
* The Xxcha Kingdom: Diplomatic
* The Yin Brotherhood: Zealous
* The Yssaril Tribes: Secretive

## Unknown

* The Nekro Virus: \_error
* The Council Keleres: Not listed
Factions

In Twilight Imperium, each player controls a faction with unique strengths and weaknesses. The base game includes 17 such factions for players to choose from.

## Prophecy of Kings Expansion

Prophecy of Kings introduced 7 new playable factions.

## The Codex

The third volume of the official Twilight Imperium Codex released one new faction, bringing the total up to 25.

## Faction Attributes

### Gameplay

* Faction Abilities
* Faction Promissory Notes
* Faction Technologies
* Faction Specific Units
* Flagships
* Faction Starting Fleets
* Faction Starting Technology
* Faction Home Systems
* List of Factions by Play Complexity

### Lore

* Faction Government and Leadership
* Faction Disposition‎
* List of Factions by Home System Population
* List of Factions by Tendencies
Distant Suns

**Distant Suns** was the second Expansion for Twilight Imperium First Edition. It released in early 1998

The content it added to the base game is listed below

## New Components

* Distant Suns (Domain Counters)
* Propaganda

## Optional Variants

* Winnaran Custodians
* Manifest Destiny
* Event Cards
* Empire's End
* **Advanced Trade:** If this variant is used, Trade Agreements may only be established if the race offering the Trade Agreement has at least 1 spaceship in a system containing a planet owned by the race being offered the agreement
* **Interstellar War:** Variant in which the game may be played with 7-8 players. Requires 2 copies of Twilight Imperium
Infantry

**Unit Type:** Ground Forces - **Next:** Mechs

**Number in Reinforcements:** 12

Infantry are the basic unit used for taking and holding planets. When not placed on a planet, infantry must be accompanied by a unit with capacity.

The number of infantry a player can produce is not limited by the number of plastic pieces in their reinforcements, and unlimited infantry tokens can represent extra units. At least one piece of plastic must accompany any group of infantry tokens in a system, so a maximum of 12 systems may contain a single player's infantry.

## Faction-Specific Variants

### The Federation of Sol

Spec Ops are stronger than base infantry

### The Arborec

Letani Warrriors have the Production ability

## Infantry Tokens

An infantry token functions as a plastic infantry unit for all game purposes.

When producing an infantry unit, a player can use an infantry token from the supply instead of a plastic piece.

Players can replace their plastic infantry with tokens at any time.

If a player ever has an infantry token on a planet that does not contain one of their plastic infantry or in the space area of a system that does not contain one of their plastic infantry, that player must replace it with one of their plastic infantry from their reinforcements.

If that player cannot replace the token, the unit is destroyed.

Infantry tokens come in values of one and three. A player can swap between these tokens as necessary.

## FAQ

**Q:** What happens to infantry that would be placed on a planet in any player's home system by the effect of the "Infantry II" unit upgrade technology if the player does not own any planets in his home system?

**A:** When those infantry would be placed on a home planet, they are returned to that player's reinforcements instead.

**Q:** Does the Infantry II unit upgrade technology special ability apply if the infantry is destroyed outside of combat (such as with the use of the "Plague" action card or the agenda "Swords to Plowshares"?

**A:** Yes. Infantry II may use their reroll-to-resurrect ability when they are destroyed regardless of the manner.
Command Sheet

**Category:** Player Components

When a player gains a command token, they place it in any one of three pools: the tactic pool, the fleet pool, or the strategy pool.

## Tactic Pool

* During the action phase, players may spend command tokens from their tactic pool to perform tactical actions.

## Fleet Pool

* Players place command tokens in their fleet pool with the ship silhouette face-up.
* Players do not spend these command tokens like the command tokens in their other pools. Instead, the number of tokens in a player’s fleet pool is the maximum number of ships, excluding fighters, that they can have in each system.
* If a player ever has more non-fighter ships in a system than tokens in their fleet pool, they must return ships from that system to their reinforcements until the number of non-fighter ships in that system no longer exceeds the number of tokens in their fleet pool.

## Strategy Pool

* Most of the secondary abilities on strategy cards and some other abilities require a player to spend a token from their strategy pool to resolve their effect.
* Players will want to keep tokens in their strategy pool so that they can use the secondary abilities of the other players’ strategy cards.

## Trade Goods

* All trade goods a player has at that time are placed at the Trade Good part of their Command Sheet
Initiative Order

Initiative order is the order in which players resolve steps of the action and status phases

Initiative order is determined by the initiative numbers on strategy cards

* A player who has the Naalu “0” token has the initiative number 0 (their turn occurs before any other player regardless of strategy card pick)

Initiative order begins with the player who has the lowest-numbered strategy card and proceeds to the player who has the strategy card that is next in numerical order

* Only strategy cards that were chosen during the strategy phase are used when determining initiative order; strategy cards not chosen during the strategy phase are ignored
* When playing with 3 or 4 players, a player’s initiative is determined only by their lowest-numbered strategy card
Zealots of Rhodun (UNOFFICIAL)

Faction Sheet

Lore

## Discordant Stars

This section of the wiki covers **Discordant Stars**. **Discordant Stars** is a fan-made unofficial expansion for Twilight Imperium 4 created to be compliant with Asmodee policy. **THIS SHOULD NOT BE MISTAKEN FOR OFFICIAL CONTENT.**

## Faction Abilities

* **CONSPIRATORS:** Once per agenda phase, after an agenda is revealed, if you are not the speaker, you may choose to vote after the speaker on that agenda.
* **ANCIENT KNOWLEDGE:** When you use a technology specialty to ignore a prerequisite on a technology card you are researching, you may ignore 1 additional prerequisite of the same color. After you exhaust a planet to use its technology specialty, you may gain 1 commodity.

## Faction Promissory Note

**Favor of Rhodun**

> When you ignore a prerequisite on a technology card you are researching:
>
>
> You may ignore 1 additional prerequisite of the same color.
>
>
>
> Then, return this card to the Rhodun player.
>
>

## Faction Technologies

 **Sanctification Field**

> When you activate a system, or a system that contains 1 or more of your units is activated, you may choose 1 technology or non-fighter, non-structure unit upgrade technology another player controls; until the end of this tactical action, that card is treated as though it had no ability text.
>
>

> Prerequisites:
>
>

 **Pilgrimage Beacons**

> Once during your turn, when you exhaust 1 or more planets you control that have a technology specialty, you may produce 1 ship in 1 system that contains 1 of those planets.
>
>

> Prerequisites:
>
>

## Flagship

For each unit upgrade technology your opponent owns, apply +1 to the results of this unit’s combat rolls.

## Leaders

 **Commander** |      | Bishop Ulin - The Librarian
 **Hero** |      | Saint Binal - The Prophet
ACTION: Place this card and up to 3 non-faction technologies near the game board, you gain those technologies. At the start of the next strategy phase, purge all but 1 of those technologies and this card.

## FAQ

**Q**: (WIP)

**A:** (WIP)
Dreadnought

**Unit Type:** Ships **- Previous:** Destroyer | **Next:** Fighter

**Number in Reinforcements:** 5

The Dreadnought is a strong unit that forms the backbone of many fleets. They are effective at space combat and bombarding planets.

## Base Unit

**Bombardment 5**

## Upgraded Unit

Upgraded Dreadnoughts are faster and are no longer affected by the 'Direct Hit' action card

**Sustain Damage**

## Faction-Specific Variants

### The L1Z1X Mindnet

Super-Dreadnoughts have a greater capacity than regular Dreadnoughts, and once upgraded have more effective bombardment

**Bombardment 5**

**Sustain Damage**

### Sardakk N'orr

Exotriremes and their upgraded variety have stronger bombardment than all other Dreadnoughts

**Bombardment 4 (x2)**

"Direct Hit" cards are no longer effective against this type of ship.
**Sustain Damage**
Planet Systems

This page contains a list of all regular non-home non-mecatol systems that contain planets

## Prophecy of Kings

* indicates a Legendary Planet
* The Cormund and Everra systems are anomaly systems (Red Back not blue) but are listed here for the sake of comparison for planet tiles

## Trivia

* Excluding Mirage and Mallice, there are exactly 20 Hazardous, 20 Cultural and 20 Industrial Planets

* Including Mirage and Mallice, the average resource and influence value for a planet of each trait is as follows:
	+ Hazardous: 1.8 Resources, 1.25 Influence
	+ Cultural: 1.1 Resources, 1.45 Influence
	+ Industrial: 1.5 Resources, 1.5 Influence
Mine Fields

Mine fields are an optional rule variant for Twilight Imperium (First Edition), introduced in the Borderlands Expansion

## Purchasing and Placing Mine Fields

Mine Fields may be purchased during the Purchase Units Phase for 5 credits each

A Dreadnought can place 1 Mine Field per turn instead of moving

Mine Fields must be placed the turn they are purchased or they are returned to the supply

There are 20 Mine Field Tokens. No more than 20 may be in play at a given time and no system may contain more than 3 mine fields at a time

Mine Fields can never be moved and always remain in the system until detonated

## Effects of Mine Fields

Mine fields affect the next fleet to enter their system (even if it is of the race that placed them)

The effect of mines is determined between the Movement and Space Battle Segments

Two dice are rolled for each Mine Field:

* 2-13: No effect
* 14-17: 1 Hit
* 18-19: 2 Hits
* 20: 3 Hits

If the first Mine Field destroys all incoming ships, the remaining Mine Fields are unaffected

If one or more ships survive, the next mine field detonates

When detonated, a Mine Field is returned to the stack

## Empires End Variant

When using the Empires End Variant introduced in the Distant Suns Expansion, the Damage chart for mines is altered:

* 2-10: No effect
* 11-15: 1 Hit
* 16-18: 2 Hits
* 19-20: 3 Hits
Hope's End

**Hope's End** is the official expansion for Twilight Imperium Second Edition

It was released in September 2001

The content it adds to the base game is discussed below:

## Additions to Existing Components

* 2 New Races (The Mentak Coalition and the Yssaril Tribes)
* 21 New Political Cards
* 28 New Action Cards
* 4 New Technologies
* 13 New System tiles

## New Components

* Event Cards
* Deed Cards
* Leaders
* Shock Troops
Warfare Technologies

**Type:** Technology

**See Also:** Biotic Technologies | Cybernetic Technologies | Propulsion Technologies

## Basic Technology

### Plasma Scoring

*Starting Tech:*Barony of Letnev, Embers of Muaat, L1Z1X Mindnet, Mentak Coalition, Universities of Jol-Nar

### Magen Defense Grid

*Starting Tech:*The Arborec

(Ω) indicates omega tech released in the first volume of the Twilight Imperium Codex found here.

## Faction Technology

### The Embers of Muaat

#### Magmus Reactor

(Ω) indicates omega tech released in the Twilight Imperium Codex found here

## Technology introduced in Prophecy of Kings

### AI Development Algorithm

*Starting Tech:* The Naaz-Rokha Alliance

### Self Assembly Routines

*Starting Tech:* The Vuil'Raith Cabal

## FAQ

**Q:** Does each unit participating in Bombardment or Space Cannon roll an additional die for the Plasma Scoring technology?

**A:** No. “Plasma Scoring” only grants one additional die for each “Bombardment” or “Space Cannon” roll, and the unit benefiting from this technology must be decided before rolling.

**Q**: If a player has multiple planets with PDS that are being invaded in a single system, does the “Plasma Scoring” technology add one die to each planet’s space cannon roll or for only one planet’s space cannon roll?

**A**: The “Plasma Scoring” technology adds one die for each planet’s “Space Cannon” roll.