TI4 Rules DeskTwilight Imperium 4
Official booklet · 2020 web edition

Learn to Play

New to Twilight Imperium? Start here. This is the text of the official Learn to Play booklet — the gentle introduction. When it and the Living Rules Reference differ, the LRR wins; rule names below link to their LRR entries.

Object of the Game

Throughout a game of Twilight Imperium, players will barter, plot, and wage war upon one another to complete objectives. The first player to accumulate 10 victory points claims the Imperial Throne and wins the game.

Key Concept: Units

During a game of Twilight Imperium, each player’s units are represented by plastic figures. There are three types of units: ships, ground forces, and structures.

Ships

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

Ground Forces

Ground forces represent foot soldiers. Players use these units to invade planets or defend their own territories.

Structures

Structures represent military installations built by an empire to support its war effort.

Reinforcements

A player’s personal supply of unused units and unused command tokens is that player’s reinforcements. When producing units and gaining command tokens during the game, players will take those components from their reinforcements.

Key Concept: Systems and Planets

The game board for Twilight Imperium is formed using modular system tiles. Each tile represents a single system in the galaxy, which may contain one or more planets or other celestial bodies.

Placing Units on System Tiles

When a unit is placed in a system, it is placed in one of two areas on the tile. Structures and ground forces are usually placed on planets, while ships are placed in space—the star-filled area surrounding the planets.

Planets

As players move about the galaxy and expand their empire beyond their home systems, they will gain control of new planets.

When a player gains control of a planet, they take that planet’s card and place it facedown in their play area. The planet card is taken from either the deck of planet cards or from the player who controlled it previously.

Each planet card displays two values: resources on the left in yellow and influence on the right in blue. Players spend resources to acquire new units and technologies. Players spend influence to gain command tokens and to vote during the agenda phase.

If a player ever controls a planet but has no units on that planet, that player places one of the control tokens that matches their faction on that planet to mark that they control it.

First-Game Setup

When playing for the first time, players perform the following steps to set up the game. Some components are not used during the first game and are explained in detail at the end of this booklet.

  1. Determine Speaker: Randomly determine one player to take the speaker token. This player is the speaker and will go first when the game begins.
  2. Assign Factions: Each player controls a faction with unique strengths and weaknesses. Each faction has a sheet which shows the attributes and abilities of that faction’s units as well as abilities unique to the faction itself. Gather the following faction sheets:
  • The Xxcha Kingdom
  • The Barony of Letnev
  • The Federation of Sol
  • The Sardakk N’orr
  • The Emirates of Hacan
  • The Universities of Jol-Nar The speaker deals one random faction sheet from the list above to each player.
  1. Gather Faction-Specific Components: Each player takes the following components that match their faction:
  • 1 home system tile
  • 17 control tokens
  • 16 command tokens
  • 2 technology cards Each player’s faction-specific components contain a faction symbol that matches the symbol on their faction sheet. Each player places their faction sheet and all of their faction’s components in front of them. Return all unused faction components to the game box.
  1. Choose Color: Each player chooses a color and takes the following components that match their chosen color:
  • 59 plastic units
  • 1 command sheet
  • 25 technology cards Each player slides the edge of their command sheet under their faction sheet and places the other components nearby.
  1. Gather Starting Planet Cards: Each player takes the planet cards that correspond to the planets in their home system. Then, each player places their planets faceup near their faction sheet.
  2. Create Game Board: Players create the game board using the diagram that corresponds to the number of players shown on page 22. Experienced players create a custom game board at the start of each game, as explained later.
  3. Place Custodians Token: Place the custodians token in the center of the game board on Mecatol Rex.
  4. Shuffle Common Decks: Shuffle the action, agenda, stage I objective, stage II objective, and secret objective cards into separate decks and place them near the game board.
  5. Create Supply: Create separate piles near the game board for trade good, infantry, and fighter tokens.
  6. Gather Strategy Cards: Place each of the eight strategy cards faceup in the common play area within reach of the speaker.
  7. Gather Starting Components: Each player takes the starting technology and starting units listed on the back of their faction sheet. Each player places the technology cards faceup near their faction sheet and the starting units in their home system. If a player has multiple planets in their home system, it is recommended that they place their space dock and infantry on the planet with the highest resource value.

Each player places three command tokens in their tactic pool, three command tokens in their fleet pool (ship silhouette side up), and two command tokens in their strategy pool. These pools are located on the player’s command sheet.

  1. Prepare Objectives:
  2. i. Each player draws one secret objective and keeps it hidden from other players.
  3. ii. Place the victory point track near the game board with its 0–10 side faceup. Then, each player places one of their control tokens on space “0” of the track.
  4. iii. The speaker draws five stage I objective cards from the deck and places them facedown in a row above the victory point track. Then, the speaker draws five stage II objective cards from the deck and places them facedown in a row below the victory point track.
  5. iv. The speaker reveals the first two stage I objectives.

Playing the Game

Twilight Imperium is played over a series of game rounds, each of which contains the following four phases that players must resolve in order.

  1. Strategy Phase: During this phase, each player chooses a strategy card. These cards provide players with powerful abilities to use during the action phase. Each card also has a number that determines turn order for the game round.
  2. Action Phase: During this phase, the majority of the game’s action occurs. This includes moving units, producing units, resolving combat, and using strategy cards.
  3. Status Phase: During this phase, players perform cleanup steps in preparation for the next game round.
  4. Agenda Phase: During this phase, players vote on political agendas, which can have lasting ramifications in the game. The agenda phase is added to the game after a player gains control of Mecatol Rex.

These phases repeat in successive game rounds until one player accumulates 10 victory points and wins the game.

These phases are described in detail in the following sections.

Strategy Phase

During the strategy phase, players take turns selecting a strategy card that provides them with a unique action they can use during the action phase. First-time players may not know which strategy card to choose and should consult the strategy card overviews at the bottom of this page and the next.

Beginning with the speaker and continuing clockwise, each player chooses one of the strategy cards from the common play area and places it faceup near their faction sheet. After a player chooses a strategy card, it is not available for other players during this game round.

Each strategy card has a number between “1” and “8” in the upper-right corner. During the action phase, players take turns in order according to the number printed on their chosen strategy card, starting with “1.” This is called initiative order.

After each player has chosen a strategy card, the speaker places one trade good on each strategy card that was not chosen. During future strategy phases, when a player chooses a strategy card that has one or more trade goods on it, that player gains those trade goods.

Action Phase

The action phase is the main phase of the game, during which players produce units, move ships, enact strategies, and interact with other players.

During the action phase, players take turns in initiative order. While a player is taking a turn, they are the active player, and they can perform one action. After each player has taken a turn, player turns begin again in initiative order. Initiative order may repeat in this manner several times within a single action phase. The action phase does not end until each player has passed (see below).

There are three types of actions: tactical actions, strategic actions, and component actions. They are described in detail later.

If a player does not wish to perform an action during their turn, they may pass. After a player passes, their turn is skipped for the remainder of the action phase. A player cannot pass until they have performed their strategic action, which is explained later. After each player has passed, the game round continues to the status phase.

Tactical Action

A tactical action allows a player to move ships, initiate combat, invade planets, produce units, and otherwise interact with the game board.

To understand a tactical action, players need to understand many other game concepts, such as movement and combat. For this reason, the steps of a tactical action are summarized below, but are not described in detail until later.

  1. Activation: The active player must activate a system by taking a command token from their tactic pool and placing it in that system.
  2. Movement: The active player may move ships into a system from any number of other systems. Ships can also transport ground forces from one system to another.
  3. Space Combat: If multiple players have ships in the active system, they resolve a space combat.
  4. Invasion: The active player may commit ground forces to land on planets in the active system. If another player has units on those planets, the players resolve a ground combat.
  5. Production: If the active player has a space dock in the active system, they can produce units by spending resources.

A player might not resolve all of the above steps during every tactical action. For example, a player may choose not to move units during the “Movement” step but may still produce units during the “Production” step.

Strategic Action

Each strategy card has both a primary ability and a secondary ability.

When a player performs a strategic action, they resolve the primary ability of their strategy card. After resolving this ability, each other player may resolve the secondary ability of that strategy card. The active player cannot resolve the secondary ability of their own strategy card.

After each player has had an opportunity to resolve a strategy card’s secondary ability, the active player exhausts that strategy card by flipping it facedown. Players cannot resolve abilities on exhausted strategy cards, but the exhausted cards’ numbers are still used to determine initiative order.

A player cannot pass during the action phase unless their strategy card is exhausted. This means that each player must perform a strategic action at some point during the action phase, which guarantees that each other player has an opportunity to resolve the secondary ability of that strategy card. A player who has passed during the action phase can still resolve the secondary ability of other players’ strategy cards.

Component Actions

A component action is an action that is printed on a game component. Many action cards, faction sheets, and even some technology cards have component actions. Each of these effects is preceded by the word “Action.”

Key Concept: Command Sheet

Successfully navigating the action phase in Twilight Imperium requires careful management of command tokens. 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 faceup. 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 ships in a system than they have tokens in their fleet pool, they must return ships from that system to their reinforcements until the number of 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 require a player to spend a token from their strategy pool to resolve the ability. Players will want to keep tokens in their strategy pool so that they can use the secondary abilities of the other players’ strategy cards.

Status Phase

During the status phase, players perform various upkeep tasks, including repairing units and scoring objectives. To resolve the status phase, players perform the following steps in order:

  1. Score Objectives: In initiative order, each player may score up to one public objective card and one secret objective card if they fulfill those cards’ requirements. This is the main way in which players gain the victory points they need to win the game. Objectives are described in detail later.
  2. Reveal Public Objective: The speaker flips the next unrevealed public objective card faceup. The first stage II objective is not revealed until all stage I objectives have been revealed.
  3. Draw Action Cards: Each player draws one card from the top of the action card deck.
  4. Remove Command Tokens: Each player removes all of their command tokens from the game board and returns them to their reinforcements.
  5. Gain And Redistribute Command Tokens: Each player gains two command tokens from their reinforcements. Then, each player may redistribute any of the command tokens on their command sheet by moving them between the tactic, fleet, and strategy pools.
  6. Ready Cards: Each player readies all of their exhausted cards, including planet, technology, and strategy cards.

Key Concept: Readied and Exhausted Cards

Many cards have a readied and an exhausted state. An exhausted card is flipped facedown, indicating that the values and abilities on the front of the card cannot be used.

During the status phase, all exhausted cards are readied. A readied card is flipped faceup, indicating that the values and abilities on the front of the card can be used.

  1. Repair Units: Some units may have been turned on their side during the action phase to mark that they have been damaged. Players repair these units during this step by turning them upright. This is described in detail later.
  2. Return Strategy Cards: Each player returns their strategy card to the common play area. Then, if the custodians token is no longer on Mecatol Rex (the planet in the center of the game board) the game round continues to the agenda phase. Otherwise, a new game round begins with the strategy phase.

Agenda Phase

After the custodians token has been removed from Mecatol Rex, a new phase is added to each round for the remainder of the game: the agenda phase.

During this phase, the galactic council convenes to discuss issues that affect the entire galaxy. Players vote for outcomes on two agendas, establishing laws and policies that have lasting repercussions.

Voting on agendas is described in detail later.

After resolving this phase, a new game round begins with the strategy phase.

Winning the Game

A game of Twilight Imperium immediately ends when one player has gained 10 victory points. Players gain victory points by completing objectives. There are two types of objectives:

  • PUBLIC OBJECTIVES: During setup, the speaker reveals two public objectives, and more are revealed throughout the game. Any number of players can score each of these objectives.

Important: A player cannot score a public objective if they do not control all of the planets in their home system.

  • SECRET OBJECTIVES: Each player begins the game with one secret objective that they may look at but must keep hidden from other players. A player can score their own secret objectives but not those belonging to other players.

Important: A player cannot have more than three total scored and unscored secret objectives. If a player draws a secret objective and has more than three, they must choose one of their unscored secret objectives and return it to the deck. Then, they shuffle the secret objective deck.

Objective Timing

Each objective specifies when a player can score it, either during the status phase or during the action phase. This timing is indicated directly below a card’s title. If a player scores an objective during the status phase, they must fulfill the requirement on the card during the “Score Objectives” step of the status phase to score that objective. For example, if an objective states that a player must control six planets outside of their home system, they must control those planets when they score the objective—having controlled those planets earlier is not sufficient.

Players can score some objectives by spending resources, influence, or tokens, as described by the objective card. To score such an objective, a player must pay the specified cost at the time indicated on the card.

If an objective’s timing specifies “Action Phase,” a player can score it during the action phase immediately after they fulfill its requirements.

Scoring Objectives

A player who fulfills an objective’s requirements at the time indicated on the card can score it. To do so, the player advances their token on the victory point track a number of spaces equal to the value of the objective card.

After scoring an objective, a player places a control token from their supply on that objective card to indicate that they have scored it and cannot score it again this game. If a player scored a secret objective, they place the card faceup in front of them before placing a control token on it.

Important: Each player can only score one public and one secret objective during each status phase and each step of the action phase.

Imperium Rex

The game can end early if no player has scored 10 victory points and there are no more objectives to reveal. When the speaker would reveal an objective but cannot, the game immediately ends and the player with the most victory points wins the game. If there is a tie, the player among the tied players who is earliest in initiative order wins the game.

The Tactical Action

This section contains detailed rules for performing a tactical action. To perform a tactical action, players follow these steps in order:

  1. Activation
  2. Movement
  3. Space Combat
  4. Invasion
  5. Production

These steps are described in detail in the following sections:

The tactical action, step by stepFive steps in order: activation, movement (with space cannon offense), space combat, invasion, production.1ActivationPlace a token from your tactic pool in a system2MovementMove ships in (they may transport units), then Space Cannon Offense3Space CombatOnly if two players have ships in the active system4InvasionBombardment, commit ground forces, ground combat5ProductionUse PRODUCTION of your units in the active system
The tactical action, step by step. The steps always resolve in this order; a step with nothing to resolve — no combat, no ground forces landing — simply passes (LRR 89). Our illustration — not rulebook art.

1. Activation

The active player must choose one system that they would like to make the focus of their tactical action. They activate that system by taking a command token from their tactic pool and placing it on that system. That system is the active system for the remainder of the tactical action. A player cannot activate a system that already contains one of their command tokens, but they may activate a system that contains other players’ command tokens. A player also cannot activate a system if they do not have any command tokens in their tactic pool.

2. Movement

During the movement step of a tactical action, the active player may choose to move some of their units into the active system.

Each ship has a move value printed on its faction sheet. This value indicates how far that ship can travel to reach the active system. For example, a ship with a move value of “1” can only move to adjacent systems.

To resolve this step, the player chooses any of their units that can move into the active system and places them in that system. When moving a ship, a player must obey the following rules:

  • A ship must end its movement in the active system.
  • A ship cannot pass through a system that contains another player’s ships.
  1. A player cannot move units out of a system that contains one of their command tokens.

Some ships have a capacity value printed on their faction sheets. When such a ship moves, it may transport a number of fighters and ground forces, in any combination, up to the ship’s capacity value. Transported ground forces and fighters move to the active system along with the ship that is transporting them. These units must remain with the ship in the space area, though ground forces may be able to land on planets during the invasion step. The active player’s ships may also pick up and transport ground forces and fighters from systems that they pass through that do not contain any of their command tokens.

AdjacencyA system is adjacent to the six systems that share an edge with it, and to any system containing a matching wormhole.Activesystemadjacentadjacentadjacentadjacentadjacentadjacentααfar away, butadjacent via α
Adjacency. Systems that share an edge are adjacent. Two systems with matching wormholes (α–α, β–β) are also adjacent to each other, however far apart they are (LRR 6, 101). Our illustration — not rulebook art.

Wormholes

Some system tiles contain wormholes. There are two types of basic wormholes–alpha and beta–as indicated by the wormhole’s symbol. Systems that contain identical wormholes are adjacent to one another for all purposes.

Anomalies

Some system tiles contain anomalies. These systems restrict movement and have special rules governing them.

Asteroid Field

  • A ship cannot move through or into an asteroid field.

Nebula

  • A ship cannot move through, but may move into a nebula.
  • A defender’s ship in a nebula applies +1 to the result of each of its combat rolls.
  • A ship moving out of a nebula has a move value of 1.

Supernova

  • A ship cannot move through or into a supernova.

Gravity Rift

  1. A ship that moves through or out of a gravity rift applies +1 to its move value and then rolls one die; on a result of 1–3, the ship is removed from the game board and returned to its reinforcements.
Moving through a gravity riftA ship with move 2 travels three systems by passing through a gravity rift, which grants +1 move but requires a die roll.ship, move 2gravity riftactive system123 (+1)Leaving or passing through the rift: +1 move for this ship,but roll 1 die just before it exits — on 1–3 it is removed.
Moving through a gravity rift. A ship that moves out of or through a gravity rift applies +1 to its move value; roll for it immediately before it leaves the rift, and on a 1–3 it is removed from the board (LRR 41). Our illustration — not rulebook art.

Space Cannon Offense

After the active player’s ships move into the active system, each player’s units in the active system may use their “Space Cannon” abilities against the active player’s ships in that system. The active player may also use their units’ “Space Cannon” abilities at this time. The “Space Cannon” ability is explained in detail later.

Space cannon offenseA PDS II on a planet in an adjacent system fires at enemy ships that just moved into the active system.active systemadjacent: PDS IISpace Cannon Offenseafter movement, unitsin the active system — andPDS II in adjacent systems —may fire at ships there
Space cannon offense. After the movement step, each player may use SPACE CANNON against ships in the active system; PDS II can also fire from adjacent systems (LRR 77, PDS II card). Our illustration — not rulebook art.

Key Concept: Capacity

The number of fighters and ground forces that a player has in the space area of a system cannot exceed the combined capacity of that player’s ships in that system. For example, if a player has two carriers in a system, each with a capacity of “4,” that player cannot have a combination of more than eight fighters and ground forces in the space area of that system. Ground forces on planets do not count against this limitation.

If at any time the number of a player’s fighters and ground forces in the space area of a system exceeds the capacity of that players ships in that system, the excess units are destroyed. During combat, a player’s fighters and ground forces can exceed their ships’ capacity, but at the end of the combat, any excess units are destroyed.

Capacity and the fleet poolA system with a carrier carrying two infantry and two fighters, plus two other ships; capacity limits the fighters and ground forces, the fleet pool limits non-fighter ships.Carriercapacity 42 infantry2 fighters+ 2 other shipsCapacityFighters + ground forces in the spacearea ≤ total capacity of ships there (4).Fleet poolNon-fighter ships in one system ≤tokens in your fleet pool (here 3).
Capacity and the fleet pool. Capacity limits fighters and ground forces in space; the fleet pool limits how many non-fighter ships you may have in each system. Excess units must be removed (LRR 16, 37). Our illustration — not rulebook art.

3. Space Combat

If multiple players have ships in the active system, they must resolve a space combat in that system. During combat, the active player is the attacker and the other player is the defender.

Players resolve space combat by performing the following steps in order:

  1. i. ANTI-FIGHTER BARRAGE: Each player’s units can use their “Anti-Fighter Barrage” abilities.
  2. ii. ANNOUNCE RETREAT: Either player may choose to announce a retreat. A retreat will not happen immediately; the units will retreat at the end of the combat round.
  3. iii. MAKE COMBAT ROLLS: Each player rolls one die for each ship they have in the active system. If the result of a unit’s die roll is equal to or greater than that unit’s combat value shown on its faction sheet, that roll produces a hit. The total number of hits a player produces will be used in the next step.

If a unit’s combat value contains two or more burst icons, the player rolls this number of dice instead, potentially producing one hit with each die rolled.

  1. iv. ASSIGN HITS: Each player must choose and destroy one of their ships for each hit their opponent produced. A player removes destroyed ships from the game board and places them in their reinforcements.

Since players assign hits to their own units, it is a good strategy to assign hits to units that are cheaper to replace. Because of this, fighters are often used as fodder to protect the rest of a player’s ships.

  1. v. RETREAT: If a player announced a retreat during the first step of the combat round, they retreat. To retreat, the player takes all of their ships from the combat and places them in an adjacent system. The chosen system cannot contain ships that belong to another player and must contain either a planet that the retreating player controls or at least one of their units; otherwise, the player cannot retreat.

If the chosen system does not contain one of that player’s command tokens, the player must place one token from their reinforcements in that system when they retreat.

A round of space combatFive steps: anti-fighter barrage (first round only), announce retreats, roll dice, assign hits, retreat; rounds repeat until one side has no ships or retreats.1Anti-FighterBarragefirst round only2Announceretreatsdefender first3Rolldicehit on ≥ combat4Assignhitssustain damage5Retreatif announcedrepeat 2–5 while both sides have ships
A round of space combat. Anti-Fighter Barrage happens only before the first round. Retreats are announced at the start of a round and happen at its end (LRR 78). Our illustration — not rulebook art.

Space Combat Example

End of Space Combat

If both players have units remaining in the combat at the end of the “Retreat” step, they resolve another round of combat starting with the “Announce Retreat” step. After all units on one or both sides of the combat have been destroyed or have retreated, play proceeds to the invasion step.

Some objectives require a player to win a combat; a player has won a space combat if they are the only player with ships remaining in the active system when the combat has ended.

4. Invasion

The active player can invade planets in the active system. Players resolve an invasion by performing the following steps in order:

  1. i. BOMBARDMENT: If any planets in the active system contain another player’s ground forces, the active player may use the “Bombardment” abilities of any of their units in that system. This may allow the active player to destroy some of the defender’s units before landing ground forces. Bombardment is described in detail later.
  2. ii. COMMIT GROUND FORCES: The active player decides which ground forces they wish to land on planets. To do so, the player takes any of their ground forces that are with their ships in the space area of the active system and places each one on the planet they wish to invade.
  3. iii. SPACE CANNON DEFENSE: If another player has a PDS on any of the planets the active player has committed ground forces to, the player who has a PDS may be able to use its “Space Cannon” ability to destroy some of those ground forces before they land. The “Space Cannon” ability is described in detail later.
  4. iv. GROUND COMBAT: If multiple players have ground forces on the same planet, those players resolve a ground combat. Ground combats on multiple planets are resolved in the order of the active player’s choice.

Players resolve ground combat over a number of rounds that each consist of two steps, following the same rules as the space combat steps of the same name:

  1. Make Combat Rolls 2. Assign Hits After assigning hits, if multiple players have units remaining on the planet, they resolve another round of ground combat starting with the “Make Combat Rolls” step. After all units on one or both sides of the combat have been destroyed, proceed to the next step.
  2. v. ESTABLISH CONTROL: The active player gains control of each invaded planet that still contains at least one of their ground forces. When a player gains control of a planet, they gain its corresponding planet card and place it in their play area exhausted. Then, if the planet contains structures that belong to another player, those structures are destroyed.

Key Concept: Spending Resources and Influence

Many effects in Twilight Imperium require a player to spend resources or influence.

To spend a planet’s resources or influence, a player exhausts that planet’s planet card. For example, if a player needs to spend two resources to produce units, that player can exhaust a planet that has a resource value of “2” or instead exhaust two planets that each have resource values of “1.” The player could exhaust a planet that has more resources, but the excess resources are lost.

5. Production

The active player can produce units using their space docks in the active system. When a player produces units, they may choose to produce any of the units on their faction sheet by spending resources equal to the chosen unit’s cost.

When a unit is produced, the player takes the unit from their reinforcements and places it in the active system. Players always place ships in the space area of the system in which they were produced. Players always place ground forces on the planet that contains the space dock that produced them.

When producing multiple units at a time, the cost values of those units are added together to determine the total cost.

Each space dock’s “Production” ability has a value that limits the number of units that it can produce during this step. A player cannot produce more units than the combined production values of their units in the active system.

If a unit’s cost is accompanied by two icons, such as the cost values of fighters and infantry, the player receives two units for the indicated cost. When producing these units, each individual unit counts against the production limit.

When a player wishes to produce a unit but has no units of that type available in their reinforcements, that player may remove one of their units of that type from a system that does not contain one of their command tokens and return it to their reinforcements.

When a player produces a fighter or infantry unit, but has none in their reinforcements, that player can use fighter or infantry tokens from the supply instead. These tokens function identically to plastic figures of that type; however, they must be accompanied by at least one plastic figure of that type that matches their color.

If a player’s space docks are in the same system as another player’s ships, those space docks are blockaded. Blockaded space docks cannot produce ships. They may, however, still produce ground forces.

Additional Rules

This section contains additional rules that players need to understand to play their first game.

Action Cards

Throughout the game, players will accumulate action cards. Players can use action cards to resolve powerful one-time abilities. Each player can have a maximum of seven action cards in their hand. If a player exceeds this number, they must choose which seven cards they wish to keep and discard the rest.

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.

Trade Goods and Commodities

Trade goods are a universal currency that players will use to produce units or bribe other empires. A player may spend a trade good as either one resource or one influence.

Players may also accumulate commodities. A commodity represents a product that is plentiful within a player’s empire. Commodities have no inherent value but become trade goods when given to another player. Both trade goods and commodities are represented by opposite sides of the same token, and exist in values of “1” or “3.”

During the game, players may replenish commodities by using the abilities of the “Trade” strategy card. When a player replenishes commodities, that player takes commodity tokens from the supply until they have a number of tokens equal to the commodities value on their faction sheet. A player cannot have more commodities than that printed value.

When a player gives another player a commodity, that commodity converts into a trade good; the player receiving the commodity flips the token to its trade good side. Players are encouraged to replenish commodities through the “Trade” strategy card and trade them to one another in mutually beneficial transactions.

Neighbors, Transactions, and Deals

As players move their ships about the galaxy and invade planets, they will undoubtedly come into contact with other players’ empires. While this may often lead to war over planets and systems, it does not have to. Neighboring players can peacefully trade with each other.

If a player has a unit or controls a planet in a system that is adjacent to a system that contains a unit or planet that another player controls, those two players are neighbors.

During the active player’s turn, they may negotiate a transaction with one or more of their neighbors, even during a combat. As part of a transaction, the negotiating players may exchange any number of trade goods and commodities.

The active player may negotiate only once with each of their neighbors per turn. After a transaction has been finalized, no other transactions may occur between those players that turn.

Frequently, players will negotiate transactions that go beyond a simple exchange of goods. These transactions are called deals. For example, the active player might move his ships into a system that contains another player’s PDS, at which point the active player might offer the owner of that PDS a trade good to refrain from using the “Space Cannon” ability. Because the effect can be resolved immediately, this deal is a binding deal. When a deal is binding, a player must honor their end of the bargain. In the previous example, if the owner of the PDS agrees to this deal and takes the trade good, they cannot fire their PDS as this would violate their agreement.

Not all deals are binding, however. For example, a player might offer another player a trade good to attack a specific player during a later turn. Because the effect cannot be resolved immediately, this deal is a non-binding deal. The player who was given the trade good, despite the terms of the deal, is not required to honor their end of the bargain and may fulfill or ignore the deal as they choose.

Technology

During the game, players will gain technology in the form of technology cards. Technologies provide players with powerful abilities and allow players to upgrade their units. Each player has an identical deck of technology cards that they may look through at any time, as well as a number of faction technology cards that they set aside during setup.

There are four basic colors of technology. A technology’s color is indicated by a green, red, blue, or yellow symbol located on the lower-right corner of the card. Players use these symbols when researching technology.

Each player begins the game with a number of starting technologies as indicated on the back of their faction sheet. Additionally, a player can research new technologies from their deck during the game. A player places their starting technologies and any technology they research faceup in their play area.

After a technology is faceup in a player’s play area, that player owns that technology. A player’s owned technologies remain in play for the duration of the game and their abilities can be used as described on the card.

Some technologies have the word “Action” in their card text; players can resolve these cards by using a component action during the action phase.

Some technologies are unit upgrade technologies. Unit upgrades technologies match a unit on a player’s faction sheet. When a player gains a unit upgrade technology, they place its card over the corresponding unit on their faction sheet. The white arrows next to an attribute’s value on the faction sheet indicate that the attribute will improve when its unit is upgraded.

When a unit is upgraded, all the player’s units of that type, both on the game board and in their reinforcements, now have the attributes shown on the unit upgrade technology.

Researching Technology

Players gain new technology by researching it, usually by using the “Technology” strategy card. To research a technology, players must satisfy the prerequisites of the technology they wish to research. Prerequisites are printed as a column on the lower-left side of each technology card and contain one or more symbols that correspond to the four basic technology colors. Some technologies have no prerequisites and can be researched without owning any technology.

To satisfy a technology’s prerequisites, a player must own a matching technology for each prerequisite symbol on the card that they wish to research. For example, a player that owns two red technologies may research the red technology “Duranium Armor,” as it has two red prerequisites.

After the player researches the “Duranium Armor” technology, it satisfies another red prerequisite, as indicated on the lower‑right corner of the card; the next time that player researches a technology, they may research a technology that has three red symbols as a prerequisite. Unit upgrade technologies, unlike other technologies, may have prerequisites composed of multiple colors. Additionally, unit upgrade technologies do not satisfy prerequisites when researching technology.

Technology Specialties

Some planets provide the player with a technology specialty. Technology specialties are extremely valuable and help players research new technologies.

If a player controls a planet that has a technology specialty symbol, they may exhaust that planet when researching technology to ignore a prerequisite that matches that technology specialty. While researching technology, players may exhaust planets for their technology specialty or for their resources, but not for both.

Planet Traits

Most planets outside of home systems have a planet trait. There are three types of planets: cultural, hazardous, and industrial. Traits have no inherent game effect, but are referred to by some cards and abilities.

Unit Abilities

Many units in the game have unit abilities that appear as bulleted keywords on faction sheets and unit upgrade technology cards. The rules for these abilities are as follows:

Planetary Shield

If a unit has the “Planetary Shield” ability, the planet where that unit is located is not an eligible target for other units’ “Bombardment” abilities.

Sustain Damage

If a unit has the “Sustain Damage” ability, it can become damaged to cancel one hit. A damaged unit is turned on its side but otherwise functions as it did previously.

A damaged unit cannot use “Sustain Damage” until it is repaired either during the status phase or by another game effect.

Production

A unit with the “Production” ability, such as a space dock, can produce new units. This ability is always followed by a value which dictates the maximum number of units that a unit that has this ability can produce. See “Production” on page 16.

Offensive Abilities

The following abilities require a player to roll dice to determine whether or not another player’s units are hit: “Anti-Fighter Barrage,” “Bombardment,” and “Space Cannon.”

These abilities are always followed by a number that determines the minimum die result required to produce a hit. For example, “Bombardment 5” indicates that the player rolls a single die, and if the result is five or greater, it produces one hit.

Some of these abilities are followed by a second number presented inside parentheses. This number indicates how many dice a player rolls.

For example, when a player uses an ability that reads “Space Cannon 5 (x3),” they roll three dice and each die with a result of “5” or higher produces one hit. If an ability that requires a roll does not contain a number inside parentheses, a player only rolls one die.

Hits that are produced by abilities are assigned immediately. When a hit is produced against a player’s units, that player chooses and destroys one of their units.

Players use each of these abilities at different times and can hit different types of units as described below:

  • ANTI-FIGHTER BARRAGE: A player uses this ability during the “Anti-Fighter Barrage” step of the first round of space combat. These hits can only be assigned to fighters.
  • BOMBARDMENT: A player uses this ability during the “Bombardment” step of an invasion. These hits can only be assigned by the bombarded player to ground forces on the planet being bombarded. If there are multiple planets in the system, the active player must choose which of their units in the system are bombarding which planets before rolling dice.
  • SPACE CANNON: A player can use this ability at two different times, as follows:
  • After the “Movement” step of a tactical action, all players can use the “Space Cannon” abilities of their units that are in the active system. The player whose units the ability was used against must assign these hits to ships in that system.
  • During the “Space Cannon Defense” step of an invasion, the player who controls the planet being invaded can use the “Space Cannon” abilities of their units on that planet. The invading player must assign these hits to their ground forces that are invading the planet.

The Galactic Council

This section contains rules for the agenda phase, which is added to the game after a player gains control of Mecatol Rex. The agenda phase involves heavy negotiation and political maneuvering.

Custodians of Mecatol Rex

The custodians token represents the caretakers that safeguard Mecatol Rex until one of the great races can claim the throne.

Players may freely move units into the Mecatol Rex system, but cannot land ground forces on the planet while the custodians token is present. To remove this token, the active player must spend six influence immediately before landing ground forces on the planet. If the player cannot spend six influence, they cannot land ground forces on the planet.

When a player removes the custodians token, they place it in their play area and gains one victory point. Since the galactic council can now convene on Mecatol Rex, the agenda phase is added as the last phase of each game round, including the round during which a player gained control of Mecatol Rex.

The Agenda Phase

After the agenda phase has been added to the game, the galactic council votes upon issues that affect the entire galaxy. These issues are referred to as agendas and are represented by agenda cards. Each agenda card has text that includes a number of possible outcomes. Each outcome will affect the game, and players will vote for which outcome they want to occur.

To resolve the agenda phase, players perform the following steps in order:

  1. First Agenda
  2. i. REVEAL AGENDA
  3. ii. VOTE
  4. iii. RESOLVE OUTCOME
  5. Second Agenda
  6. i. REVEAL AGENDA
  7. ii. VOTE
  8. iii. RESOLVE OUTCOME
  9. Ready Planets

1. First Agenda

To resolve an agenda, players perform the following steps:

i. Reveal Agenda

The speaker draws one agenda card from the top of the agenda deck and reads it aloud to all players, including its possible outcomes.

ii. Vote

Each player, starting with the player to the left of the speaker and continuing clockwise, casts votes in favor of a single outcome.

When it is a player’s turn to cast votes, they may exhaust any number of their planets. Each planet contributes a number of votes equal to its influence value.

Outcomes

The outcomes that a player can vote for depend upon the type of agenda:

  • FOR OR AGAINST: The player commits their votes “For” or “Against” the agenda. The agenda card will have different results according to the outcome that receives the most votes.
  • ELECT PLAYER: The player commits their votes for the player of their choice, including themselves.
  • ELECT PLANET: The player commits their votes for the planet of their choice. That planet must be controlled by a player unless the agenda specifies otherwise.

When casting votes, the player announces the outcome they are voting for aloud. For example, a player may say, “I’m casting three votes to elect the Hacan player” or “I’m casting three votes against this agenda.”

A player can only vote for one outcome per agenda. For example, they cannot cast votes for two different players. They may, however, choose to abstain from the vote entirely.

Transactions

During each vote, players may freely negotiate transactions with other players, even if they are not neighbors with those players. Each player may negotiate up to one transaction with each other player while resolving the vote for each agenda. This often involves convincing players to vote for certain outcomes using trade goods or future promises.

iii. Resolve Outcome

Players count votes and resolve the outcome with the most votes. Each agenda will be one of two types: a directive or a law.

Directives

When resolving a directive, players resolve the outcome that received the most votes and discard the agenda card immediately.

Laws

When resolving a law, if a “For” outcome received the most votes, or if the law requires an election, the law’s effect becomes a permanent part of the game. Players resolve the outcome and place the agenda card in the common play area unless the effect specifies otherwise.

If an “Against” outcome received the most votes, players resolve the text effect of the outcome and discard the agenda immediately.

Ties

If multiple outcomes receive the same number of votes after all players have voted, the speaker decides which of the tied outcomes is resolved.

2. Second Agenda

Players resolve a second agenda following the same rules and steps for step 1, “First Agenda.”

3. Ready Planets

Each player readies all of their planet cards. Then, the agenda phase ends and players begin a new game round, starting with the strategy phase.

Stop! That is everything you need for your first game. The remaining pages cover advanced rules and a rules summary.

Advanced Rules

After players have played their first game, they should use the advanced rules found in this section.

Complete Setup

This booklet contains rules for an abridged “First-Game Setup” to facilitate players’ first time playing the game. During setup for a standard game, players have a wider array of factions to choose from, many of which are more complex than the factions suggested in the “First-Game Setup.”

During setup, players are dealt a hand of system tiles to create the galaxy instead of using a preset map. Full rules for setup can be found in the “Complete Setup” section on page 2 of the Rules Reference. Additionally, during setup, players will receive promissory notes, a type of card that players can use to facilitate negotiations with other players. Finally, players who wish to play a longer game may use the 14-space side of the victory point track.

Promissory Notes

Each player begins the game with five promissory note cards; four of which match their player color, and one faction-specific card. 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 promissory note contains text that describes the card’s effect and indicates when the card can be resolved. A player cannot resolve their own promissory notes, but they can resolve other players’ notes that they receive from a transaction.

When a player resolves a promissory note, they reveal the card and resolve its text effect. Though some promissory notes will stay in play after they are resolved, a promissory note is usually returned to its original owner and may again be offered by that player as part of a transaction.

When a player offers a promissory note to another player as part of a transaction, the offering player may allow the receiving player to view the card being offered if they wish. A player cannot trade more than one promissory note during a single transaction. Players can also exchange promissory notes that they have received from other players. This does not require permission from the promissory note’s original owner.

Game Overview

  1. Strategy Phase: Players choose strategy cards starting with the speaker and proceeding clockwise.
  2. Action Phase: Players take turns in initiative order, repeating until each player has passed.
  3. Status Phase: Players perform cleanup steps in preparation for the next game round.
  4. Agenda Phase: Players draw and resolve two agendas.

Actions

There are three types of actions that players may perform during the action phase:

Strategic Action

A player performs the primary action of his chosen strategy card. Then, other players perform the secondary ability of that card.

Component Action

A player may perform an action granted to them by their faction sheet, a technology, or an action card.

Tactical Action

A player may perform a tactical action by spending a command token from their tactic pool. They resolve the following steps:

  1. Activation
  2. Movement
  3. i. Move Ships
  4. ii. Space Cannon Offense
  5. Space Combat
  6. i. Anti-Fighter Barrage
  7. ii. Announce Retreat
  8. iii. Make Combat Rolls
  9. iv. Assign Hits
  10. v. Retreat
  11. Invasion
  12. i. Bombardment
  13. ii. Commit Ground Forces
  14. iii. Space Cannon Defense
  15. iv. Ground Combat
  16. v. Establish Control
  17. Production

Status Phase

  1. Score Objectives
  2. Reveal Public Objective
  3. Draw Action Cards
  4. Remove Command Tokens
  5. Gain and Redistribute Command Tokens
  6. Ready Cards
  7. Repair Units
  8. Return Strategy Cards

Planet Traits

  • CULTURAL
  • INDUSTRIAL
  • HAZARDOUS

Frequently Overlooked Rules

  1. Players do not resolve the agenda phase until any player has removed the custodians token from Mecatol Rex.
  • Players cannot pass during the action phase until they have performed a strategic action.
  • When performing a strategic action, players cannot use the secondary ability of their own strategy cards.
  • Players can produce units at a space dock in the active system during their tactical actions, even if they did not move ships or invade planets.
  • Ships can only drop off ground forces in the active system.
  • Players can exceed their ships’ capacity during combat.
  • Players are limited to two PDS units and one space dock on each planet.
  • Unit upgrade technology does not satisfy prerequisites.
  • Players can exchange only one promissory note each as part of a single transaction.
  • Players with upgraded PDS units in the same system as a wormhole can use those units’ “Space Cannon” abilities to fire through the wormhole.
  • Players may trade promissory notes that were given to them by another player.
  1. A player is limited to three secret objectives, including both scored and unscored secret objectives.

Source: Twilight Imperium: Fourth Edition — Learn to Play (2020 web edition), Fantasy Flight Games (Fantasy Flight Games, 2020 web edition). Text reproduced verbatim from the booklet; its illustrations are replaced by our own diagrams. Images, the component overview and page layout are omitted.