Domain Counters (First Edition)

The 'Distant Suns' Play option for Twilight Imperium First Edition allows players to simulate the risks and rewards of exploration by using **Domain Counters**.

During game setup, Domain Counters are randomized and 1 Domain Counter is placed face down on every neutral non-Home, non-Mecatol Rex planet on the board. Any excess Domain counters are removed without looking

## Revealing Domain Counters

Domain counter effects take place immediately upon the initial invasion of a neutral planet. The counter is flipped and its effect carries out.

If a player comes to control a planet without actually invading the planet (e.g. Manifest Destiny, Voluntary Annexation Action card), the counter is ignored and removed from the game. If it contains a Civilization, a neutral status counter is still placed on the planet.

If for any reason, a planet returns to its neutrality after occupation, a new counter is NOT placed on that planet

## Probing Domain Counters

During the Invasion Combat segment, a player may choose to probe a planet

A probing player may not invade the planet being probed during the same segment (may still be invaded by another player)

A player that wishes to probe must have a Carrier and at least one fighter in the same system containing the planet being probed

* Two fighters are required to probe two neutral planets in the same system

* If a race has the Espionage skill, they may probe with a Cruiser

Probing involves secretly looking at the domain counter on that planet. After looking, the Domain Counter is returned, face down, to the planet. The player may not look at the counter again unless they invade or probe again

If Probing reveals a "Psychic Frogs of Gamma Erisius" Domain counter, the probing player may immediately remove the counter from play. That player then immediately draws 2 Action Cards and may determine the outcome of any vote during the next Political Phase (i.e. no other players may vote; but other players can still resolve other cards and abilities)

* If both of these counters are revealed by different Probing players during the same round, neither player receives the benefit

## Razing Domain Counters

During the Invasion Combat segment, a player may chose to raze a neutral planet containing a Domain counter. A dreadnought must be present in that system

Razing involves removing the counter and returning it to the Game box without applying any effect. After razing, roll a die:

* 1-7: No effect
* 8-9: Permanent loss of 1 Influence
* 10: Permanent loss of 2 Influence

If the razed Domain Counter is a "Psychic Frogs of Gamma Erisius", the razing player loses all of their Action Cards and may not vote during the next council. They also receive -2 to all offensive attacks during the next "Individual Turns" Phase

A planet that has been razed may not be invaded by ANY player that round

It is worth noting a player may, given the right combination of ships, first probe a planet and thereafter raze it.

## Domain Counters with Effects

If a Domain Counter has a red star in the lower right corner, the planet harbors a Civilization

* If playing with the Propaganda game option, immediately place a Neutral Status counter on that planet
* If not playing with the Propaganda game option, ignore the Civilization indicator

If a Domain Counter has a green circle in the upper left corner, the Domain Counter is permanent. It remains in play for the rest of the game