Twilight's Fall
Rules text from the Twilight's Fall rulebook — an advanced alternate game mode included with Thunder's Edge. Text is reproduced from the rulebook; diagrams and examples are omitted.
Twilight’s Fall
Twilight’s Fall is a new game mode aimed at advanced players, set in a possible dark future of the galaxy. The great civilizations have fallen, and the Mahact Kings war against one another, their wild gene-sorcery tearing the universe apart at its seams. Each player controls one of these Kings, and throughout the game splices together a unique set of abilities to create a customized and rapidly changing faction.
Components
The components specific to Twilight’s Fall are shown on this page. The following components from the base game and expansions are not used and are returned to the box before setup:
- Standard Strategy Cards
- Galactic Events
- Standard Action Cards
- Thunder’s Edge
- Agendas
- “Maw of Worlds” Relic
- Technologies
- “Prophet’s Tears” Relic
- Promissory Notes
- “The Quantumcore” Relic
- Standard Faction Sheets
- “Betray a Friend” Secret
- Leaders
- “Dictate Policy” Secret
- Standard Mechs
- “Drive the Debate” Secret
- Faction Command and
- “Strengthen Bonds” Secret Control Tokens
- Breakthroughs
The following Twilight’s Fall game mode cards are also not used if playing without the Prophecy of Kings expansion:
- “Distant Suns” Ability
- “Curious Genome” Genome
- “Fabrication” Ability
- “Forge Legend” Paradigm
- “Dimensional Tear” Ability
- “Opening the Eye” Paradigm
- “Brutal Genome” Genome
- All 3 Mech Unit Upgrades
All other components are compatible with this game mode.
Setup
To set up a game of Twilight’s Fall, follow the Complete Setup rules found in the game’s rules reference with the following additions and replacements:
Steps 1–6—Starting Draft
Steps 1 through 6 of setup are replaced with a starting draft. Conduct the draft as follows:
DEAL FACTION CARDS: Deal three faction reference cards to each player. These cards will be used to determine seating order, home systems, and starting units. Each player chooses one of the faction cards and places it facedown in front of them. Then, each player passes the remaining two cards to the left and chooses another faction to place facedown in front of them. The final card is passed once again to the left and placed facedown. Each player should be left with three facedown faction cards.
DETERMINE SEATING ORDER: Each player chooses one of their faction cards and reveals it simultaneously. This card determines the speaker as well as player seating order. The player with the lowest priority number is the speaker (priority numbers can be found in the upper-right corner of each faction card, below the faction symbol). The next-lowest priority number will sit to the left of the speaker, and so forth.
CREATE GAME BOARD: Players create the game board as normal. Then, beginning with the speaker and proceeding clockwise, each player chooses a faction from their remaining two faction cards and places it faceup in front of them. This card determines which home system that player uses. Each player places that home system in their home system location.
If a player chooses the Council Keleres home system in this way, they instead draw a random unused faction card from the deck and use that faction’s home system instead.
If any player chooses the Ghosts of Creuss or Crimson Rebellion home systems in this way, they also set up the Creuss Gate or The Sorrow, respectively. They then take the Echo card that corresponds to their home planet; that card cannot be lost.
NOTE: If using a premade map, steps 2 and 3 are handled slightly differently. After the speaker is determined, the lowest priority player claims a home system location, then the next-lowest, and so on, with the speaker choosing last.
DETERMINE KING: Beginning with the player to the right of the speaker and proceeding counter-clockwise, each player chooses a Mahact King faction sheet. Each Mahact King has a unique flagship and a unique mech. Players then take the plastic units, Twilight’s Fall control tokens, Twilight’s Fall command tokens, and Twilight’s Fall faction technologies that match their sheet’s color. When playing without Prophecy of Kings, play with the side of the faction sheet that does not have mech units; the pink and orange Kings may still be used by substituting an unused color of plastic.
PLACE STARTING UNITS: Players use their last faction card to place their starting units. Players place the starting units indicated on their faction card in their home system.
RETURN FACTION CARDS: Finally, players return their faction cards to the faction reference card deck.
Additional Changes
Additions have been made to the following steps. Setup is otherwise resolved normally.
- STEP 8—SHUFFLE COMMON DECKS: Shuffle the Twilight’s Fall action cards and the edict cards into separate decks and place them near the game board. Standard action cards and agenda cards are not used.
- STEP 9—CREATE SUPPLY: Set the benediction token and Twilight’s Fall Singularity tokens aside, near the game board.
- STEP 10—GATHER STRATEGY CARDS: Place each of the eight Twilight’s Fall strategy cards faceup in the common play area. The standard strategy cards are not used.
- STEP 11—GATHER STARTING COMPONENTS: There are no starting technologies, and starting units are placed during the starting draft.
Step 13—Inaugural Splice
As the final step of setup, players perform the inaugural splice using Twilight’s Fall components. This determines each player’s starting capabilities.
Deal a hand of three ability cards, two unit upgrade cards, and two genome cards to each player. Each player chooses one of these cards and places it facedown in front of them. Once each player has chosen a card to keep, they pass their hand to the right. This process repeats until each player has three ability cards, two unit upgrade cards, and two genome cards facedown in front of them; players cannot choose to keep a card if they already have the maximum number of that card type facedown. If there are no other options to choose from, a player will pass their hand without choosing a card.
After the splice is complete, each player considers the cards they drafted and picks two abilities, one unit upgrade, and one genome to keep; these are their starting cards. Unchosen cards are shuffled back into their respective decks. Finally, all players simultaneously reveal their starting cards.
Rules
This section describes the components and mechanics needed to play Twilight’s Fall.
Splicing
The primary method by which players accumulate additional abilities, unit upgrades, and genomes is through splices. Splices are generally initiated by strategy cards, and will grant cards from the following splice decks:
Abilities
This type of spliced card alters the core capabilities of a player’s Mahact King. They are placed in players’ play areas when gained, and count as technologies of the color indicated in the lower-right corner of the card.
Unit Upgrades
This type of spliced card is placed over the top of a unit on a faction sheet and upgrades the capabilities of a unit type. If a player ever gains two unit upgrade cards that would be placed on the same slot on a faction sheet, they must choose one to keep and discard the other; this does not apply to mechs, as mechs can have multiple unit upgrades at once. These cards count as unit upgrade technologies. They do not have a color.
Genomes
This type of spliced card represents the genetic material of one of the fallen species of the galaxy. They can be exhausted for an effect and ready each round during the status phase. They are placed faceup in players’ personal play areas when gained.
Resolving a Splice
When a splice is initiated, it will be for one of the aforementioned card types. The strategy card or game effect that initiates the splice indicates which type of splice it is as well as indicates which players can participate. The player initiating the splice draws and reveals a number of cards of the indicated type equal to the number of participating players plus one. That player then chooses one of the cards to keep. Then, the next player to their right that is participating in the splice chooses one of the cards to keep. This continues until each participating player has chosen a card to keep. Any cards remaining in the splice are then shuffled back into their respective decks. If there are not enough cards to fully resolve a splice, players who are unable to choose a card have their command tokens and other costs refunded, if any were spent.
Paradigms
Paradigms are a type of card gained primarily through the “Aeterna” strategy card. They represent the fallen heroes of dying civilizations and are generally purged once they are used. They are placed faceup in players’ play areas when gained. These cards are not splice cards and cannot be spliced, copied, exchanged, or discarded in any way.
Splice Card Discards
Any time a splice card is discarded, it is shuffled back into its respective deck. Purged cards are not shuffled back into decks.
Faction Technology
Each Mahact King has two faction-specific technologies: a wavelength technology and an antimatter technology that correspond to their color. When a player takes part in a splice, instead of taking a card, they may choose to gain one of their faction technologies. Faction technologies can be selected during the inaugural splice, but not until players have completed the draft and are making their final decisions. These technologies do not have any prerequisites, do not count as any color of technology, and cannot be lost once gained.
Each wavelength and antimatter technology has two abilities. The second ability is preceded by the Prophecy of Kings expansion icon, and is only active when playing with Prophecy of Kings.
While there is no technology deck in Twilight’s Fall, and technology-related objectives are satisfied via ability cards, some game effects can still cause a player to gain or research technology directly. If this occurs, players can take one of their faction technologies instead. If they already have both of their faction technologies, they may gain 2 command tokens instead.
Edicts
There is no agenda phase in Twilight’s Fall; it is replaced by the benediction phase. The benediction phase occurs even if Mecatol Rex is not yet controlled by a player, and is directed by the tyrant. The player that has the benediction token granted by the “Tyrannus” strategy card is the tyrant. The tyrant draws three edict cards and chooses one to resolve. Unless otherwise specified, all three cards are then shuffled back into the edict deck. If there is no tyrant, the benediction phase is skipped.
Technology Specialties
Though technology cannot be researched, planets that have technology specialties are still useful. When scoring objectives, players may exhaust planets that have technology specialties. Each planet exhausted in this way counts as one technology of the corresponding color.
Faction Origin
Many components in Twilight’s Fall have a faction origin. This is a reference to the standard game faction from which the component is derived. A component’s faction origin is noted by the white icon in the upper-right corner of its card. The origin has no effect on its own but may be referenced by game effects or other abilities.
Veiled Heart Variant
As an optional variant, advanced players may wish to play the Veiled Heart variant of Twilight’s Fall. While playing this variant, all spliced cards and paradigms are gained facedown as secret information. Additionally, cards that are drawn for splices—including those gained during setup for the inaugural splice—are not revealed. Instead, they are kept secret and the cards are passed to each successive player as they are spliced. Facedown cards are not public information, and their effects are not active. Players can choose to reveal facedown cards at any time; when they do, its effect immediately becomes active. This can be used to interrupt other game effects.
Capture
Some abilities instruct a player to capture a unit. While a unit is captured, it is placed on the capturing player’s faction sheet until it is returned. The rules for capturing and returning units vary depending on the type of unit that is captured.
If at least one of a player’s space docks is being blockaded, they cannot capture units from the player who is blockading them.
Non-Fighter Ships and Mechs
If a player captures a non-fighter ship or mech, they place it on their faction sheet. When such a unit is returned, it is placed in the reinforcements of the player who it was captured from. A captured non-fighter ship or mech can be returned, as follows:
- If the player who captured the unit agrees to return it as part of a transaction.
- If an ability allows a player to return a captured ship, typically as a cost for an effect.
- If the player whose unit was captured blockades a space dock of the player who captured the unit.
Fighters and Ground Forces
If a player captures a fighter or ground force, it is placed in its reinforcements instead of on the capturing player’s faction sheet. Then, the capturing player places a fighter or ground force token from the supply on their faction sheet instead. Captured fighters and ground forces do not belong to any player color. As such, they cannot be returned as part of a transaction and they are not returned because of a blockade. They remain on the capturing player’s faction sheet until an ability returns them. When returned, they are placed in the supply.
Source: Twilight Imperium: Thunder’s Edge — Twilight’s Fall rulebook (Fantasy Flight Games, 2025).