recursal/Fanatic-Fandom huggingface dataset:
Sofocle

Sofocle is a male character and is a recurring villain in Mingers Style. In Mingers, he is a primary villain.

## Personality

Sofocle is a bad, heartless boy, and is very selfish and gets what he wants. He is a drama king and is a bee-king, a male version of a bee-queen. He is a bully and intimidates other students to get what he wants.
Production

**Category:** Tactical Action - **Previous:** Invasion | **Next:** Activation

**Category:** Unit Abilities - **Previous:** Planetary Shield | **Next:** Space Cannon

During the “Production” step of a tactical action, the active player can resolve the “Production” ability of each of their units that are in the active system to produce units.

A unit’s “Production” ability, which is presented on a faction sheet or unit upgrade technology card, is always followed by a value. This value is the maximum number of units that this unit can produce

* If the active player has multiple units in the active system that have the “Production” ability, that player can produce a number of units up to the combined total of their units’ production values in that system

* When producing fighters or infantry, each individual unit counts toward the producing unit’s production limit

* A player can choose to produce one fighter or infantry instead of two, but must still pay the entire cost

* “Production” value from Arborec space docks cannot be used to produce infantry, even if the Arborec player controls other units that have “Production” in the same system

When a player produces ships by using “Production”, that player must place them in the active system.

When a player produces ground forces, that player must place those units on planets that contain a unit that used its “Production” ability.

If a player uses the “Production” ability of a unit in a space area of a system to produce ground forces, those ground forces may either be placed on a planet the player controls in that system or in the space area of that system

If a player places a ground force in the space area of a system, it cannot exceed that player’s capacity in that system

A player cannot produce a unit on a planet they do not control

If an ability allows a player to produce a unit in a system, they may produce that unit in the space area or on a planet they control in that system

## Gallery

The Space Dock is the Primary unit by which players use the PRODUCTION abilityArborec Infantry have the PRODUCTION abilityTitans of Ul PDS have the PRODUCTION ability

## FAQ

**Q:** When an ability other than “Production” allows you to produce one or more units, do you have to pay for the units produced?

**A:** Yes, a unit that is produced must always be paid for.

**Q:** When producing a unit with an ability other than “Production,” does the price reduction from the “Sarween Tools” technology apply?

**A:** No, “Sarween Tools” is only used with the “Production” ability.
Trifene

Trifene is a female character and is a recurring villain in Mingers Style. In Mingers and Mingers Style, she is the younger sister of Trifenia and Trifena, in Mingers she is a minor villain, like her sisters.

## Personality

Trifene has a hair style that is similar to that of a male character, but she is not a tomboy. She's the most distracted and hardheaded of her sisters. Trifene for being the most "stupid" of the trio, she can also be sometimes the most creative. She also seems to take delight in belittling her sisters and her enemies.
Vivenziolo

Vivenziolo is a male character and is a recurring villain in Mingers Style. Vivenziolo is the twin brother and youngest of Odilia. In Mingers, he is a main villain.

## Personality

Vivenziolo is dramatic, but vile and smarter than his sister Odilia. He is two years younger than Odilia, while Odilia is fifteen, Vivenziolo is thirteen. Vivenziolo may be melodramatic and childish than his sister, although he is crazier and malevolent than her.
Third Party Supplements

**Balanced Map Generator**:

https://ti4-map-generator.derekpeterson.ca/

**Game Assistant (turn tracker)**:

https://ti-assistant.com

http://extraboard.net/extracomputer

**Milty Draft Generator/Assistant**:

https://milty.shenanigans.be

**Battle Calculator**:

http://alphamou.se/ti4calc/

**House Rules**:

https://www.reddit.com/r/twilightimperium/wiki/rules

**Unofficial Expansion "Discordant Stars"** :

Board Game Geek description post

Google Drive of all Discordant Stars content (fan-made, full content free to download)
Space Mines

Space mines are explosives placed in space that hone in and will attempt to destroy any enemy ships that arrive in their system.

They were introduced in the Shattered Empire Expansion for Twilight Imperium Third Edition

### Production

One Space Mine may be built (For 2 resources) in a system containing a Friendly Cruiser per activation.

* This occurs during the Production step of the Tactical Action.

There are 12 Space Mine Tokens in the Game Box. A player may not build Space Mines if there are no free tokens

### Ability

Players must roll 1 die for each non-Fighter ship ending its movement in a system containing one or more enemy Space Mines. A 9 or 10 is counted as a hit and must be assigned to the relevant ships.

* If a space mine is triggered, 1 Space Mine token is removed from the system.

* During an Activation, explosions trigger after the PDS Fire step.

* Mines can only be rolled once per activation, even if there are multiple mines present.

* A player may move through a system containing space mines and not trigger them

Space Mines are technically not considered units.

## FAQ

Q: Are space mines considered units (for example, for purposes of the Diplomacy II Strategy or for Tactical Retreats)?

A: No. Space mines are not considered units.

Q: During the Production step, can you build a Cruiser and then immediately use that Cruiser to deploy a space mine in that system?

A: No. When producing units and mines during the Production step, all of a player’s units and mines are produced simultaneously. You determine what you wish to produce, pay the resources, and build them all at once. You therefore cannot build a Cruiser and then deploy a space mine with that Cruiser during the same Production step.

Q: Can Space Mines be scuttled?

A: No. Space mines are not units, and cannot be scuttled.
Ground Forces

A ground force is a type of unit that is used for taking and holding control of planets.

Ground forces are always on planets or being carried by ships with capacity.

Ground forces being transported by ships are placed in a system's space area, along with the ship that is transporting them.

The two types of ground forces are Infantry and Mechs
Super Emeralds

> To see the Mainstream Counterpart, see Super Emeralds (AU)
>
>

Amped up power!

The **Super Emeralds** is a set of seven emeralds found in the Voltex Universe. The Super Emeralds are basically amped up versions of the **Chaos Emeralds**. Sealed away in a hidden location under molten rock.

## Background

### History

While much of the Super Emerald's history is unknown, it is known that the Super Emeralds were sealed away in a hidden location at some point in its history. But due to the abnormal amount of volcanic activity in the area, the location ended up being under a volcano (unknown to basically everyone).

### Powers & Traits

Much like the Chaos Emeralds, the Super Emeralds contain a colossal amount of Chaos Energy except it has substantially more Chaos Energy overall. This extra amount allows a user to achieve a "Hyper" State with all seven, although a user that is relatively young would only receive a "Super" State instead. A single Super Emerald alone could grant a being a "Super" State, except for minors.

## Trivia

* The only bots that can achieve a Hyper form with the Super Emeralds are Reece and Wall-Z.
* The Super Emeralds are much larger than a Chaos Emerald, though not as big as the Master Emerald.
* Just like the Master Emerald and the Chaos Emeralds, they possess some sort of sentience.
Lanefir Remnants (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

* **A NEW EDIFICE:** You may not use technology specialties. When you would gain a relic, instead purge it and explore up to 3 planets you control.
* **ICONOCLASM:** When researching a non-unit upgrade technology, you may purge 1 of your relic fragments to ignore 1 prerequisite on the technology you are researching.
* **WAR STORIES:** Once per action, after you win a combat, explore 1 planet you control, or if the active system does not contain any planets, the frontier exploration deck in the active system.

## Faction Promissory Note

**Spoils of War**

> After you win a combat:
>
>
> Place this card face-up in your play area to explore 1 planet you control.
>
>
>
> At the start of the Lanefir player’s turn, return this card to the Lanefir player.
>
>

## Faction Technologies

 **Spark Thrusters**

> ACTION: Spend 1 command token from your strategy pool or purge 1 relic fragment to move 1 of your ships to an adjacent system that contains no other player’s ships. If you spent a command token, exhaust this card.
>
>

> Prerequisites:
>
>

 **ATS Armaments**

> After you explore, or purge 1 or more relic fragments, place 1 commodity token on this card.
> At the start of a round of combat, remove any number of tokens from this card to reroll up to that many of your dice during this round of combat.
>
>

> Prerequisites:
>
>

## Flagship

At the end of a tactical action in this system, you may explore 1 planet you control in this system.

## Leaders

 **Commander** |      | Master Halbert - Quartermaster
 **Hero** |      | The Venerable - Keeper of Myths
ACTION: Draw and reveal up to 3 relics. For each relic that started this action in a player's play area, gain 1 command token; you may swap that relic for 1 of the revealed relics or a relic in a player's play area.
Then, shuffle the remaining relics into the relic deck and purge this card

## FAQ

**Q**: When activating the Lanefir hero, The Venerable, can the ability be used to swap a relic twice, swapping the same relic to two different players?

**A:** No, The Venerable - Resonance Cascade may only swap each relic in play a total of once.
Mercenaries

**Mercenaries** are an optional play component introduced in the Shards of the Throne expansion for Twilight Imperium Third Edition

Players may hire Mercenaries when executing the Primary Ability of the Trade III Strategy Card. When Trade III is activated:

* The player who resolved the Primary Ability draws 2 Mercenary Cards from the Mercenary deck, chooses 1 to keep and places the other on the bottom of the deck. The player then finds the corresponding Mercenary token and places it facing up on any planet they control
* Each player who controls Mercenaries must pay 1 Trade Good for each Mercenary they control. If a player does not pay for a Mercenary, they immediately remove the Mercenary token from play and place that Mercenary Card on the bottom of the deck

A Mercenary may move from a planet to space and vice versa, during the Planetary Landings Step of a Tactical/Transfer Action.

* Mercenaries are considered units but not Ground Forces and so cannot control planets

* If a mercenary is the only unit on a planet, that planet immediately becomes neutral

* Mercenary tokens are double-sided to mark whether the Mercenary is in space or on a planet.

* While in space, a Mercenary counts towards a player's Fleet Supply and cannot be carried by other ships

* Mercenaries cannot transport Leaders

There are 16 different mercenaries with differing abilities. All are shown in the Gallery below

==

## Combat

Mercenaries have the Ability Evasion X, the value of which varies depending on the Mercenary

Whenever a player assigns a hit to a Mercenary, 1 die is rolled. On a value ≥ X, that mercenary is not destroyed.

Each Mercenary can only be assigned 1 hit per combat round unless the player controlling the Mercenary has no other units participating in the battle.

* Any units with Sustain Damage must be assigned 2 hits before a Mercenary can be assigned any more hits.

* If a player has multiple Mercenaries participating in the same battle, they must evenly assign excess hits between all Mercenaries
Tactical Action

**Category:** Action Phase

**Previous:** Component Action | **Next:** Strategic Action

The tactical action is the primary method by which players produce units, move ships, and extend their dominion within the galaxy. To perform a tactical action, the active player performs the following steps:

**STEP 1—ACTIVATION:** The active player must activate a system by taking a command token from their tactic pool and placing it in that system. That system is now the active system

**STEP 2—MOVEMENT:** The active player may move any number of ships that have a sufficient move value from any number of systems that do not contain one of their command tokens into the active system, following the rules for movement. Ships that have capacity values can transport ground forces and fighters when moving

i. Move Ships
ii. Space Cannon Offense
**STEP 3—SPACE COMBAT:** If two players have ships in the active system, those players must resolve a space combat.

i. Anti-Fighter Barrage
ii. Announce Retreat
iii. Make Combat Rolls
iv. Assign Hits
v. Retreat
**STEP 4—INVASION:** The active player may use their “Bombardment” abilities, commit units to land on planets, and resolve ground combat against other players’ units.

i. Bombardment
ii. Commit Ground Forces
iii. Space Cannon Defense
iv. Ground Combat
v. Establish Control
**STEP 5—PRODUCTION:** The active player may resolve the “Production” abilities of each of their units in the active system. The active player may do this even if they did not move units or land ground forces during this tactical action.
Skills

In Twilight Imperium (First Edition), each race has a number of skills

These skills confer certain advantages. For example, certain action cards may only be played by Races with a particular skill

## List of Races by Skill

### Diplomacy

* The Federation of Sol
* The Xxcha Kingdom
* The Naalu Collective

### Espionage

* The Yssaril Tribes
* The Naalu Collective

### Technology

* The Universities of Jol-Nar
* The L1Z1X Mindnet

### Trade

* The Emirates of Hacan
* The Federation of Sol

### Warfare

* The Barony of Letnev
* The Sardakk N'orr
Combat

**Combat** is an attribute of some units that is presented on those units’ faction sheets and technology cards.

During combat, if a unit’s combat dice roll produces a result equal to or greater than its combat value, it produces a hit.

If a unit’s combat value contains two or more burst icons, instead of rolling a single die, the player rolls one die for each burst icon when making that unit’s combat rolls.

There are two types of combat

* Space Combat
* Ground Combat
Command Tokens

**Category:** Player Components

Command tokens are a finite resource that players use to perform various actions and expand their fleets.

Command tokens are triangular shaped and contain two sides: One with the corresponding faction's symbol on it and the other with a fleet symbol.

A player begins the game with eight command tokens on their command sheet: three in their tactic pool, three in their fleet pool, and two in their strategy pool.

## Gaining Tokens

When a player gains a command token (at any point), they choose which of the three pools on their command sheet to place it in.

Command tokens are typically gained during the status phase and via the leadership strategy card.

A player is limited by the amount of command tokens in their reinforcements. If a game effect would place a player’s command token from their reinforcements and none are available, that player must take a token from a pool on their command sheet, unless the token would be placed into a system that already contains one of their command tokens.

## Actions

During the action phase, a player can perform a tactical action by spending a command token from their tactic pool (placing that command token in a system).

After a player performs a strategic action during the action phase, each other player can resolve the secondary ability of that strategy card by spending a command token from their own strategy pool.

If a game effect would place a player’s command token into a system where they already have one, they place the token in their reinforcements instead. Any effects that resolve by placing that token are resolved as normal.

This image demonstrates appropriately placed Command Tokens on the Command SheetSEE ALSO: Control Tokens
Artifacts

**Artifacts** are an optional play component introduced in the Shattered Empire Expansion for Twilight Imperium Third Edition

When playing with Artifacts, the 4 Special Objective Cards (with pictures of Artifacts on their front) are placed in the Common Play Area

There are 8 Artifact tokens:

* 4 Real Artifacts (Worth 1 Victory Point to the player that controls the planet that the Artifact is on)
	+ Imperial Datacache
	+ Precursor Fossil
	+ Lazax Armory
	+ Ancient Shipwreck
* 4 “Dummy” Artifacts (Worth 0 Victory Points)

Artifacts can never be moved or destroyed

## Setup

After creating the Game Board, starting with the Speaker, each player chooses 1 non-Mecatol, non-Home system planet that is not adjacent to a home system or in a system that already contains an artifact. 1 Random Artifact token is placed face down on each planet that was chosen

## Discovery and Control

When a player gains control of a planet that contains a face down Artifact token, that Artifact token is immediately revealed

* If the Artifact token is a Real Artifact, that player immediately claims the corresponding Special Objective Card and gains 1 Victory Point.
* If the Artifact token is a "Dummy" Artifact, the Artifact token is removed from the game to no effect

Once an actual Artifact is revealed, it remains face up on the planet it was found on for the rest of the game

If a player loses control of a planet that contains an Artifact, the player returns the the corresponding Special Objective Card to the Common Play Area and loses 1 Victory Point. If another player has taken control of that planet they claim the Objective Card and 1 Victory Point instead
Daigo

> "*The fire burns in me, making me stronger.*"
> ― Daigo's entrance line
>
>

**Daigo** is one of the playable Heroes in Ambroscus.

## Background

Daigo Otsune is a descendant of the first Samurai and Emperor of Epynia, Shishido Otsune. Though her service is to House Dailyra, she fights for her Kingdom and her father's legacy, she will fight with honor until her last breath.

## Ability

* **Weapon: Katana**
	+ **​Damage: 75**
* **Trait: Shield**
	+ - **Cooldown: 1s**
		- **Mana: 15**
* **Ability: Shogun's Fire**
	+ Set your katana on fire, applying heat damage (2s) to enemies hit by your weapon.
		- **Damage: 70**
		- **Cooldown: 7s**
		- **Mana: 60**
* **Ultimate: Cunning Strikes**
	+ A 3 strike combination attack. The 2nd hit will do 20% more damage and slow enemies. The 3rd hit will do 40% more damage and stun enemies. The enemy must be hit three times to apply the combo.
		- **Damage: 150/400/900**
		- **Cooldown: 100s**
		- **Mana: 100**

## Skins

LunarFacebook

**Defense**

**Tank**

**Support**
Trade Agreements

In Twilight Imperium Third Edition, **Trade Agreements** are used to obtain Trade Goods and form relations with other players

## Using Trade Agreements

Each faction has 2 Trade Cards, each with a value of Trade Goods ranging from 1-3 Printed on the "Trade Agreement" side of the card

Trade Negotiations are opened when a player resolves the Trade/Trade II/Trade III Strategy Card. Players may then negotiate to swap Trade Agreements with other players. The player that initiated the Strategy Card must approve of the trade (Excluding trades with a Hacan player).

* If the trade is approved, players exchange Trade Agreements and each player places the Agreement they receive face up in their Play area
* If the trade is denied, this may not occur

If a trade agreement has been in a Player's area since the start of the game round, they may then use it to obtain Trade Goods (Note: The Trade III Strategy card allows players to use trade agreements they just formed)

Each player with an active trade agreement may receive the number of Trade Goods written on that Card, unless otherwise stated

Each player may not have more than 2 active trade agreements at any time

Any 2 players may only have 1 Trade agreement with each other

## Breaking Trade Agreements

Any player may break a Trade Agreement during the Status Phase (Excluding a Hacan player)

Trade Agreements between two players are automatically broken if they initiate a Space Combat or Invasion Combat with each other

## Trade Agreement Value by Faction

### The Arborec

* Card 1: 2
* Card 2: 1

### The Barony of Letnev

* Card 1: 1
* Card 2: 1

### The Clan of Saar

* Card 1: 2
* Card 2: 1

### The Embers of Muaat

* Card 1: 2
* Card 2: 2

### The Emirates of Hacan

* Card 1: 3
* Card 2: 3

### The Federation of Sol

* Card 1: 2
* Card 2: 2

### The Ghosts of Creuss

* Card 1: 2
* Card 2: 2

### The L1Z1X Mindnet

* Card 1: 1
* Card 2: 1

### The Mentak Coalition

* Card 1: 1
* Card 2: 1

### The Naalu Collective

* Card 1: 2
* Card 2: 1

### The Nekro Virus

* Card 1: 2
* Card 2: 1

### The Sardakk N'orr

* Card 1: 2
* Card 2: 1

### The Universities of Jol-Nar

* Card 1: 3
* Card 2: 1

### The Winnu

* Card 1: 3
* Card 2: 1

### The Xxcha Kingdom

* Card 1: 2
* Card 2: 2

### The Yin Brotherhood

* Card 1: 1
* Card 2: 1

### The Yssaril Tribes

* Card 1: 2
* Card 2: 1

### The Lazax

* Card 1: 3
* Card 2: 2
List of Factions by Play Complexity

Volume II of the Twilight Imperium Codex introduced Faction Reference Cards

These cards give new players an introduction to how each plays while drafting

A section of these cards includes a Complexity rating

The official complexity ratings for each faction are listed below:

## Low Complexity (1/3)

These factions generally have Intuitive abilities, a synchronized toolkit, easy early game and powerful abilities/bonuses. They will generally achieve better overall results and will be more comfortable for newer and intermediate players to perform well with.

* The Argent Flight
* The Barony of Letnev
* The Emirates of Hacan
* The Empyrean
* The Federation of Sol
* The L1Z1X Mindnet
* The Naaz-Rokha Alliance
* The Nomad
* The Universities of Jol-Nar
* The Xxcha Kingdom
* The Yin Brotherhood
* The Yssaril Tribes

## Moderate Complexity (2/3)

These factions lie in between the other two groups and are recommended for players with some level of experience.

* The Clan of Saar
* The Council Keleres
* The Ghosts of Creuss
* The Naalu Collective
* Sardakk N'orr
* The Titans of Ul
* The Winnu

## High Complexity (3/3)

These factions have powerful abilities which are more difficult to utilize optimally and thus achieve the best results under the hands of skilled players. They are generally more difficult to understand and form a smooth game plan with compared to the above factions and/or their performance may be reliant on various external factors. They are recommended for intermediate to advanced players and players looking for a challenge.

* The Arborec
* The Embers of Muaat
* The Mahact Gene-Sorcerers
* The Mentak Coalition
* The Nekro Virus
* The Vuil'Raith Cabal
Planet/System Status

In Twilight Imperium Third Edition, a Planet, System or Unit's status is referred to on various game components and in the Rule book

From the perspective of each player, a planet may be:

* Friendly: A friendly planet is one under your control. A friendly system is one that contains planets you control and no enemy ships. A unit is referred to as "Friendly" if it lies in such a system
* Neutral: A neutral planet is not under control by any players (such as a planet before the first invasion)
* Hostile/enemy: A hostile/enemy planet is one that is controlled by another player
Kortali Tribunal (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

* **ZEALOUS:** When you spend a command token to resolve the secondary ability of the "Warfare" strategy card, you may resolve the primary ability instead
* **RUTHLESS:** At the start of a ground combat on an exhausted planet you do not control, you may produce 1 hit and assign it to 1 of your opponent's ground forces on that planet.

## Faction Promissory Note

**Blessing of the Queen**

> ACTION: Place this card face up in your play area and remove 1 of your command tokens from the game board.
> At the start of the status phase, return this card to the Kortali player.
>
>

## Faction Technologies

 **Tempest Drive**

> After you win a combat in a system, you may exhaust this card to remove 1 command token from that system.
>
>

> Prerequisites:
>
>

 **Deliverance Engine**

> Once per space combat, after 1 of your non-fighter ships is destroyed, you may produce 1 hit and assign it to 1 of your opponent’s non-carrier ships.
>
>

> Prerequisites:
>
>

## Flagship

**Bombardment** 3
After you win a space combat in this system, you may have this ship become damaged to gain 1 command token.

## Mech

**Planetary Shield**

## Leaders

 **Commander** |      | Queen Lorena - Compassion and Destruction
 **Hero** |      | Queen Nadalia - Life and Death
When you win a combat: You may purge this card to choose and take up to 1 of your opponent's relics. Then, for each planet you control that is a legendary planet or has a technology specialty, gain 1 command token.

## FAQ

**Q**: (WIP)

**A:** (WIP)
Errata

**Category:** Rules

This page includes official corrections to the wordings of cards/abilities in the game that have been published in the TI4 Living Rules Reference

## List of Erratas

### Bribery

The text of the action card “Bribery” should read as follows: “After the speaker votes on an agenda: Spend any number of trade goods. For each trade good spent, cast 1 additional vote for the outcome on which you voted.”

### Devotion

The text of the Yin Brotherhood’s “Devotion” faction ability should read as follows: “After each space battle round, you may destroy 1 of your cruisers or destroyers **in the active system** to produce 1 hit and assign it to 1 of your opponent’s ships **in that system.**”

### Diplomacy

The text of the “Diplomacy” strategy card’s secondary ability should read as follows: “Spend 1 token from your strategy pool to ready up to 2 exhausted planets **you control.**”

### Direct Hit

The text of the “Direct Hit” action card should read as follows: “After another player’s ship uses ‘Sustain Damage’ to cancel a hit produced by your units or abilities: Destroy that ship.”

### Harrow

The text of the L1Z1X’s “Harrow” faction ability should read as follows: “At the end of each round of ground combat, your ships in the active system may use their bombardment abilities against your opponent’s ground forces on the planet.”

### Hegemonic Trade Policy

The text of the Winnu faction technology “Hegemonic Trade Policy” should read as follows: “Exhaust this card when 1 or more of your units use ‘Production’; swap the resource and influence values of 1 planet you control during that use of ‘Production.’”

### Hyper Metabolism

The text of the “Hyper Metabolism” technology should read as follows: “During the status phase, **gain 3 command tokens instead of 2.**”

### Matriarch

The text of the Naalu flagship “Matriarch” should read as follows: “During an invasion in this system, you may commit fighters to planets as if they were ground forces. **When combat ends**, return those units to the space area.”

### Political Favor

The text of the Xxcha promissory note “Political Favor” should read as follows: “When an agenda is revealed: Remove 1 token from the Xxcha player’s strategy pool and return it to his reinforcements. Then, discard the revealed agenda and reveal 1 agenda from the top of the deck. Players vote on this agenda instead. Then, return this card to the Xxcha player.

### Unstable Planet

The text of the “Unstable Planet” action card should read as follows: “Action: Choose 1 hazardous planet. Exhaust that planet and destroy **up to** 3 infantry on it.”

### Veto

The text of the “Veto” action card should read as follows: “Action: **When** an agenda is revealed: Discard that agenda and reveal 1 agenda from the top of the deck. Players vote on this agenda instead.”
Zhin

> "*I will blow you away.*"
> ― Zhin's entrance line
>
>

**Telos** is one of the playable Heroes in Ambroscus.

## Background

Zhin is the Keeper of Air and one of the Astrals of the Universe. She brings unstable weather and wind based disasters, but if she is worshiped enough she brings peace and harmony to the land. She grants life from the energy in the universe, to those only who are true and rightous.

## Ability

* **Weapon: Wind Fans**
	+ - **​Damage: 80**
* **Trait: Air Blast**
	+ Damage and push enemies back.
		- **Damage: 250**
		- **Cooldown: 4s**
		- **Mana: 45**
* **Ability: Whirlwind**
	+ Summon a Whirlwind which damages and lasts for 4s.
		- **Cooldown: 6s**
		- **Mana: 55**
* **Ultimate: Tornado**
	+ Channel a tornado and unleash it in front of you, dealing devastating amounts of damage.
		- **Damage: 1000**
		- **Cooldown: 100s**
		- **Mana: 100**

## Skins

Lunar

**Defense**

**Tank**

**Support**
DD-M20

> "*Where is the wanted one?*"
> ― DD-M20's entrance line
>
>

**DD-M20** is one of the playable Heroes in Ambroscus.

## Background

The Destroyer Droid Model is produced by the Onium Corporation and provides DD-M droids for both House Dailyra and House Zural. DD-M20 though works as a mercenary and bounty hunter, known to work alongside the likes of Barnaby and Bella Aurum.

## Ability

* **Weapon: Plasma Blaster**
	+ **​Damage: 100**
	+ **Ammo: 5**
	+ **Reload: 1.5s**
* **Trait: Plasma Blast**
	+ Fire a plasma blast out of your blaster that goes through enemies, damaging and stunning them for 1s.
		- **Damage: 250**
		- **Cooldown: 4s**
		- **Mana: 45**
* **Ability: Plasma Bombs**
	+ Shoot a volley of five Plasma Bombs out of your blaster that explode after 1.5s.
		- **Damage: 80 (Each Bomb)**
		- **Cooldown: 6s**
		- **Mana: 55**
* **Ultimate: Gravity Surge**
	+ Fire a Gravity Bomb which pulls all enemies towards it, damaging them and lasting for 3s.
		- **Damage: 700**
		- **Cooldown: 100s**
		- **Mana: 100**

## Skins

Hauyne

**Defense**

**Tank**

**Support**
The Universities of Jol-Nar

Faction Sheet

Lore

1 Fighter

2 Infantry

1 Space Dock

2 PDS

 Sarween Tools

 Plasma Scoring

## Faction Abilities

* **FRAGILE:** Apply -1 to the result of each of your unit's combat rolls.

* **BRILLIANT :** When you spend a command token to resolve the secondary ability of the "Technology" strategy card, you may resolve the primary ability instead.

* **ANALYTICAL:** When you research a technology that is not a unit upgrade technology, you may ignore 1 prerequisite.

## Faction Promissory Note

**Research Agreement**

> After the Jol-Nar player researches a technology that is not a faction technology:
>
>

> Gain that technology.
>
>

> Then, return this card to the Jol-Nar player.
>
>

## Faction Technologies

 **E-Res Siphons**

> After another player activates a system that contains 1 or more of your ships, gain 4 trade goods
>
>

> Prerequisites:
>
>

 **Spatial Conduit Cylinder**

> You may exhaust this card after you activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.
>
>

> Prerequisites:
>
>

## Flagship

When making a combat roll for this ship, each result of 9 or 10, before applying modifiers, produces 2 additional hits.

## Leaders

 **Commander** |  | Ta Zern
 **Hero** |  | Rin, The Master's Legacy

ACTION*:* For each non-unit upgrade technology you own, you may replace that technology with any technology of the same color from the deck. Then, purge this card.

## FAQ

Q: When the Universities of Jol-Nar player uses their hero, Rin, do they swap all techs simultaneously or consecutively?

A: Simultaneously, that is to say the Universities of Jol-Nar player cannot swap out a tech and re-take it during this component action.

Q: If the Universities of Jol-Nar player replaces a faction technology with their hero, what happens if the Nekro Virus player had a Valefar Assimilator token on it?

A: The token stays on the tech in the tech-deck and Valefar Assimilator still has that technology’s text.

## Trivia

* The J.N.S. Hylarim produces the highest number of hits on average compared to any non-war sun ship (1.6 hits per combat round)
	+ The only exception to this is the Salai Sai Corian, when facing off against 5 or more non-fighter ships
Political Cards (Second Edition)

This page lists all Political Cards in Twilight Imperium Second Edition

## Base Game

There are 34 Political Cards in the base game

### Event Cards

Event Cards are not technically political cards since they cannot be affected by the Veto action card or be influenced by any Card or special ability that would otherwise affect regular Political cards. However, they are drawn during the Political phase just like agenda cards

Each event card contains an Action rather than an agenda.

When an Event card is drawn, its effect are read aloud and resolved immediately

After resolution, another political card is drawn and the Political Phase continues as normal

(2) All players secretly bid a number. That number is then revealed simultaneously

(3) All players must remove a number of Friendly Ground forces equal to their bid

If the combined Loyalists bid the highest number of Ground Forces, all Loyalists each receive 30 credits and 4 Action Cards

 L1Z1X Invasion

During every Progression Phase, advance the counter 1 field. If the counter reaches 'Imperium Rex', the L1Z1X invasion has been successful and all players lose the game

 L1Z1X Raiders

Immediately place 4 counters in this planet's system. These counters are L1Z1X Dreadnoughts and will immediately attack any fleet (as per normal space battle rules) in this system and any fleet the raiders encounter later

 Major Rebellion

Draw a random Neutral planet. All non-home system planets in this system and all adjacent systems must make Insurgence Checks.

If a planet is made Neutral by the result of an Insurgence Check, all planets in its system and surrounding systems must make insurgence checks

 Minor L1Z1X Invasion
(2) All non-neutral planets in this planet's system and all non-neutral planets in the surrounding systems are immediately invaded by 3 L1Z1X Ground Forces (use generic counters). Resolve combat immediately. Surviving invaders will remain and defend the planet

 Stellar Maelstrom

The systems adjacent to this planet's system shift two steps clockwise.

If the drawn planet is located in the outermost mapboard ring, ignore and draw another random neutral planet
Destroyer

**Unit Type:** Ships - **Previous:** Cruiser | **Next:** Dreadnought

**Number in Reinforcements:** 8

   Destroyers are cheap units that are effective for countering Fighters, blocking other players' ship movement, serving as trade ships, and serving as fodder for Assault Cannon.

## Upgraded Unit

Upgraded Destroyers have improved combat and greatly improved Anti-Fighter Barrage

## Faction-Specific Variants

### The Argent Flight

Argent Destroyers are the only Destroyers in the game with capacity. They are also stronger than regular Destroyers
Tsunoi

> "*By the will of Gral, I have come for justice!*"
> ― Tsunoi's entrance line
>
>

**Tsunoi** is one of the playable Heroes in Ambroscus.

## Background

Tsunoi Maeko, simply known as the Defender of Gral, is the Daughter of the Emperor of Gral, Harigae Maeko. She became who she was when a group of mercenaries hired by House Zural assassinated her mother who stole vital information for House Dailyra, she sworn to avenge her death by stopping the tyrany of Zural. She is also known for fighting alongside heroes of House Dailyra like Daiko and Sir. Theodore.

## Ability

* **Weapon: Glaive**
	+ **​Damage: 60**
* **Trait: High Leap**
	+ Leap to any targeted spot in your sight.
		- **Cooldown: 4s**
		- **Mana: 35**
* **Ability: Split**
	+ Split your Glaive in two dealing double the damage for 3s.
		- **Damage: 120**
		- **Cooldown: 6s**
		- **Mana: 55**
* **Ultimate: Boomerang**
	+ Charge your Glaive and throw it in front of you, stunning (3s) and dealing damage to every enemy hit.
		- **Damage: 800**
		- **Cooldown: 100s**
		- **Mana: 100**

## Skins

Crimson

**Defense**

**Tank**

**Support**
The Clan of Saar

Faction Sheet

Lore

2 Fighters

4 Infantry

1 Space Dock

## Faction Abilities

* **SCAVENGE:** After you gain control of a planet, gain 1 trade good.

* **NOMADIC:** You can score objectives even if you do not control the planets in your home system.

## Faction Promissory Note

**Ragh's Call**

> After you commit 1 or more units to land on a planet:
>
>

> Remove all of the Saar player's ground forces from that planet and place them on a planet controlled by the Saar player.
>
>

> Then return this card to the Saar player.
>
>

## Faction Technologies

 **Chaos Mapping**

> Other players cannot activate asteroid fields that contain 1 or more of your ships.
>
>

> At the start of your turn during the action phase, you may produce 1 unit in a system that contains at least 1 of your units that has Production.
>
>

> Prerequisites:
>
>

## Faction Specific Units

This unit is placed in a space area instead of on a planet.  This unit can move and retreat as if it were a ship.  If this unit is blockaded, it is destroyed.
 Floating Factory II
This unit is placed in a space area instead of on a planet.  This unit can move and retreat as if it were a ship.  If this unit is blockaded, it is destroyed.

## Leaders

 **Commander** |  | Rowl Sarrig
 **Hero** |  | Gurno Aggero

ACTION*:* Choose 1 system that is adjacent to 1 of your space docks. Destroy all other player's infantry and fighters in that system.
Then, purge this card.

## FAQ

**Q:** Can the Clan of Saar’s “Chaos Mapping” faction-specific technology be used at the start of each of that player’s turns during the action phase?

**A:** Yes, “Chaos Mapping” can be used as many times as you have turns during the action phase.

**Q:** Can the Clan of Saar’s “Chaos Mapping” faction-specific technology be used on the turn that the Saar player passes?

**A:** Yes, “Chaos Mapping” can be used on the turn that a player passes.

**Q:** Can the Clan of Saar’s “Floating Factories” trigger Space Cannon Offense or be assigned hits produced by PDS units?

**A:** No, “Floating Factories” cannot be the target of PDS fire.

Q: How does Clan of Saar’s agent, Mendosa, interact with abilities that increase movement such as Gravity Drive or Flank Speed?

A: Clan of Saar’s agent, Mendosa, will get an errata to “WHEN you activate a system.” This means other bonuses would be applied after Mendosa takes effect.

Q: When leaving a Nebula, is Clan of Saar’s agent, Mendosa, applied as a bonus or setting the move value?

A: The Nebula section of the LRR will be edited to reflect changing the printed move value of a unit to 1, Mendosa would be treated as a bonus and would override the Nebula’s movement value rule.

Q: Does the Clan of Saar’s “Floating Factories” count in fleet pool ?

A: No, the Clan of Saar’s “Floating Factories” are still structures and do not count in the fleet pool, even though they move "as if it were a ship".
Savages of Cymiae (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

* **AUTONETIC MEMORY:** When you would draw 1 or more action cards, you may draw 1 less card to either choose 1 card from the action card discard pile and add it to your hand, or place 1 infantry from your reinforcements on a planet you control.
* **CYBERNETIC MADNESS:** After you add an action card from the discard pile to your hand using your **AUTONETIC MEMORY** faction ability, you must discard 1 action card. After you fully resolve an action card’s ability text, purge that card instead of discarding it.

## Faction Promissory Note

**Algorithmic Replication**

> ACTION: Choose 1 action card from the action card discard pile and add it to your hand.
> Then, purge this card.
>
>

## Faction Technologies

 **Recursive Worm**

> At the start of your turn, you may exhaust this card to choose 1 non-home system other than Mecatol Rex that contains 1 or more of your units; place 1 other player’s command token from their reinforcements in that system.
>
>

> Prerequisites:
>
>

## Faction Specific Units

(Infantry)
 Unholy Abomination II
(Infantry)

## Flagship

After you win a combat in this system, you may take 1 of your opponent’s action cards, at random.

## Leaders

 **Commander** |      | Koryl Ferax - The Third Voice
 **Hero** |      | The Voice United - Psionic Maelstrom
ACTION: Draw and reveal a number of action cards from the action card deck equal to 1 more than the number of players in the game, give 1 to each other player in the game and keep the rest; each other player must discard 1 action card.
Then, purge this card.

## FAQ

**Q**: (WIP)

**A:** (WIP)
Emmet

> "*I am a Master Builder!*"
> ― Emmet's entrance line
>
>

**Emmet** is one of the playable Heroes in Ambroscus.

## Background

Emmet Brickowski is a Master Builder and a hero in his universe, known to work alongside the likes of Batman. He is accompanied on his adventures by Wyldstyle and many others. He stumbled upon the Universe of Ambroscus after Vitruvius showed him the path to a special portal that would lead him to another dimension. Now Emmet, lost in the great universe, strives to find more about this unknown universe.

## Ability

* **Weapon: Construction Hammer**
	+ - **​Damage: 100**
* **Trait: Master Builder**
	+ Construct a LEGO Brick Wall in front of you, that blocks all damage for 4s.
		- **Cooldown: 5s**
		- **Mana: 45**
* **Ability: Pneumatic Hammer**
	+ Take out your Pneumatic Hammer, damaging and stunning all enemies in it's radius for 4s.
		- **Cooldown: 6s**
		- **Mana: 55**
* **Ultimate: Construction Mech**
	+ Call your Construction Mech for 6s.
		- **Damage: 250 (One Punch)**
		- **Cooldown: 100s**
		- **Mana: 100**

## Notes

* Emmet was added due to high requests in Season 4 of Ambroscus.
* Chris Pratt returned to do his voice for the game.

## Skins

Master Builder

**Defense**

**Tank**

**Support**
Strategy Cards

**Category:** Strategic Action

During the strategy phase, players take turns selecting a strategy card.

There are 8 different strategy cards, each with a Primary and Secondary Ability

* A player can only resolve the **primary** ability of their **own** strategy cards.
* A player can only resolve the **secondary** ability of strategy cards that were chosen by **other** players.

Initiative order (turn order for the action phase and status phase) is determined by Strategy Card selection. The lower the Initiative number the higher the initiative. (The player that selected Leadership will go before that who selected Diplomacy and so on)
L'tokk Khrask (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

* **LITHOIDS:** During the agenda phase, the number of votes you cast is instead equal to the combined resource value of the planets that you exhaust.
* **GARDEN WORLDS:** Apply +1 to the resource values of your planets that do not contain 1 or more ground forces.
* **METEOR SLINGS:** When your units use BOMBARDMENT against a planet another player controls, you may cancel any number of hits you produce to place that many infantry from your reinforcements onto that planet. Those units participate in ground combat, if able.

## Faction Promissory Note

**Stone Speakers**

> During a tactical action, when you produce 1 or more hits during a BOMBARDMENT roll:
>
>
> For each hit you produced, you may instead place 1 infantry from your reinforcements on the planet being bombarded.
>
>
>
> Then, return this card to the L’tokk Khrask player.
>
>

## Faction Technologies

 **Stone's Embrace**

> When you would spend a token from your strategy pool, you may exhaust 1 planet you control to spend 1 token from your reinforcements instead.
>
>

> Prerequisites:
>
>

## Faction Specific Units

(Cruiser)
 Shattered Sky II
(Cruiser)

## Flagship

At the start of a space combat in this system, choose up to 2 non-fighter ships to gain SUSTAIN DAMAGE until the end of combat.

## Leaders

 **Commander** |      | Hkot Tokal - Crystal Druid
 **Hero** |      | Vehl-Tikar - Arch Druid
ACTION: Purge this card to choose up to 4 planets; exhaust or ready each of those planets.

## FAQ

**Q**: (WIP)

**A:** (WIP)
Empire's End

**Empire's End** is an optional variant for Twilight Imperium (First Edition), introduced in the Distant Suns Expansion

This variant allows for a faster game of Twilight Imperium and is the official tournament variant

## Alterations

1. Remove 7 empty system pieces before shuffling and handing out game pieces
2. When creating the board, players must place a system containing planets every second time they place a board piece
3. After the first round of creating the game board, the last player to place a system now becomes the first player to lay a system during the second round. Continue the second round in reverse order. This alternates until the board is complete
4. The Empire's End progression chart is used instead of the regular Progression chart, which has lower requirements for progression
5. Use both the Alpha and Beta wormholes
6. Before the game, remove the following
	* Action Cards: Alien Artifact, Climb Mount Nitaka, Deep Space Hijack
	* Political Cards: Holder of Mecatol Rex, Long Term Truce, Convention of Nxill, The Book of Latvina
7. Every Race starts with the following units in addition to the standard units (1 Spacedock plus 1 Ground force on each planet in the Home system)
	* N'orr: 2 Cruisers, 1 Ground Force, 1 Carrier
	* Letnev: 1 Cruiser, 1 Ground Force, 1 Carrier
	* Xxcha: 2 Ground Forces, 1 Carrier
	* Jol-Nar: 1 Fighter, 1 Carrier
	* Hacan: 2 Ground Forces, 2 Carriers
	* Sol: 1 Cruiser, 1 Carrier
	* Mentak: 1 Cruiser, 1 Fighter, 1 Carrier
	* Yssaril: 2 Ground Forces, 1 Fighter, 1 Carrier
8. The following optional rules are in play
	* Assassins
	* Capital Ships
	* Capital Planets
	* Mines
	* Distant Suns
	* Winnaran Custodians
Starting Technology

Each faction starts the game with a unique combination of technology. This information can be found on the back of the faction sheet. During the "Gather Starting Components" step of game setup, each player places their starting technology cards face up in their play area near their faction sheet.

This page lists the starting technologies for each faction (Including Expansions).

## Trivia

* Starting technologies have the following distribution among the Base Game factions:
	+ 1 faction has no starting technologies (Sardakk N'orr)
	+ 4 factions have one Level 0 starting technology
	+ 1 faction chooses any one Level 0 technology as its starting technology (The Winnu)
	+ 6 factions have two Level 0 starting technologies
	+ 1 faction has four Level 0 starting technologies (The Universities of Jol-Nar)
	+ 4 factions have one Level 1 starting technology
* Starting technologies have the following distribution among the Prophecy of Kings factions:
	+ 1 faction has one Level 0 starting technology
	+ 2 factions have two Level 0 starting technologies
	+ 1 faction chooses two Level 0 technologies as its starting technologies (The Argent Flight)
	+ 2 factions have one Level 1 starting technology
	+ 1 faction has two Level 1 starting technologies (The Mahact Gene-Sorcerers)