Breaking News! April 26 2022
Codex III is out! Thanks to one of our noble readers for bringing it to my attention. Of particular interest to me is the release of a new faction, the Council of Keleres! Which is of particular interest to me because I've been running a Keleres rpg camaign. On the same channel that I posted this video looking at the new Keleres. Not that many people watch my channel yet so I'm linking it here. Let me know what you think! I hope to play them this weekend, so will keep you posted how it goes.
NEWS ALERT
A new session of Embers: of the Imperium Homebrew has been released! Though Embers of the Imperium is still not available for purchase (at least as of this writing), we have been playing a homebrew version and posting the sessions on Youtube. I am posting the latest session here. You can find previous sessions on the channel as well!
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TWILIGHT IMPERIUM EMPORIUM
Alright folks, the Blessed Day foretold of old has finally come and the Prophecy of Kings has proven itself an undeniable truth, and not just a vision of the over-hopeful. Having recently received my copy, I have decided it has come time to update this page to add the new factions and features.
Prophecy of Kings has received plenty of buzz already, and there are plenty of threads, Youtube videos, and podcasts that have gone into detailed explorations. Here I will provide a brief overview, and mingle the details (new factions, action cards, etc.) with the base game. I will, however, specify which elements belong to the Prophecy of Kings expansion, so if you do not have the expansion you know what to ignore.
One major difference between this expansion and the expansions from 3rd edition is that in the 3rd edition they were modular. If you liked Representatives, for example, and hated Mines, you could opt for one and not the other, as they were not interconnected. However, to play Prophecy of Kings, the features are interconnected. That is, a particular faction or new action card or objective may relate to mechs or leaders, so to remove on element, the whole game would need to be combed for related elements, and some factions might become unplayable. I don't think this will be a problem, however. Though I haven't played it yet - COVID restrictions being what they are - I am very excited about all the elements added and don't anticipate any desire to leave something out. I will digress for a moment to provide a basic introduction to the game, and will then explain what has been added in Prophecy of Kings. |
What Is Twilight Imperium?
If you don't know the answer to this question, you are likely lost. However, being the benevolent soul I am, I shall instruct you to the legendary wonder of this board game. Great in both size and scope, for not only is this a board game with many pieces, but will also take a good chunk of your day to play. A good estimate, in my experience, is about an hour per player. I have finished a six-player game in 4 1/2 hours; but, new players, and the sorts of players who wait until their turn to start thinking about what they want to do, will slow play considerably.
Twilight Imperium is a 4X space game. The 4 x's are eXplore, eXpand, eXploit, and eXterminate. (It occurs to me this would more logically be called a 4E game). A board is created to form a region of a galaxy in which several players, each representing a unique alien race, vies for appointment by the custodians of Mecatol Rex to rule the others, replacing the ancient Lazax who fell centuries before. In doing so, players will claim new planets, build fleets, engage in trade and politics, make and break border agreements, and collect points based on secret and public objectives. The first player to 10 points becomes Ruler of the Galaxy, both in the game and in real life.
Twilight Imperium is a 4X space game. The 4 x's are eXplore, eXpand, eXploit, and eXterminate. (It occurs to me this would more logically be called a 4E game). A board is created to form a region of a galaxy in which several players, each representing a unique alien race, vies for appointment by the custodians of Mecatol Rex to rule the others, replacing the ancient Lazax who fell centuries before. In doing so, players will claim new planets, build fleets, engage in trade and politics, make and break border agreements, and collect points based on secret and public objectives. The first player to 10 points becomes Ruler of the Galaxy, both in the game and in real life.
Gameplay
There are different ways of setting up the map. I won't get into detail here, but basically there are pre-made maps you can use, randomized maps, and player-created maps (done in a sort of draft). Players can also choose their race, either randomly or by choice. I don't care how you do it. I often do a draw 2, pick 1 method.
There are 3 or 4 phases of each round of gameplay (3 until someone takes Mecatol Rex, when a 4th phase is added.) These are the Strategy Phase, Action Phase, Status Phase, and eventually, an Agenda Phase.
There are 3 or 4 phases of each round of gameplay (3 until someone takes Mecatol Rex, when a 4th phase is added.) These are the Strategy Phase, Action Phase, Status Phase, and eventually, an Agenda Phase.
Strategy Phase
The Strategy Phase is the first phase of the game. The Speaker (randomly selected at the start of the game) is the first to select a Strategy Card, and then selection moves to the left. The Strategy Card has three major features: an Initiative number, a Primary ability, and a Secondary ability. The Initiative number determines play order in the rest of the round. The Primary Ability is the text portion of the card above the dividing line. This is what the person who plays the card can do as an action on their turn. For example, in the image to the right, you can see on the Imperial card that the Primary ability allows the person who used the strategy card can immediately claim 1 public objective, and either take one point (if the player controls Mecatol Rex) OR draw a secret objective. The Secondary Ability is the portion of text below the line. The person who played the card cannot do this (unless the Primary ability or some game effect says otherwise). When this card is played, every other player has the option to play the Secondary. On the Imperial card, players can spend a Strategy token to draw a secret objective. |
Action Phase
The Action Phase is the main body of the game. Players, in Initiative order, may take 1 action. There are 3 types of actions available: Strategic Actions, Tactical Actions, and Component Actions.
1) Strategic Actions: Strategic Actions are taken by using the Strategy Card (or cards) selected during the Strategy Phase. If you are playing your Strategy Card, you will use the Primary ability (explained on the top portion of the card). Other players may opt to play the Secondary ability detailed on the bottom. If you played the Primary ability on your turn, you do not also use the Secondary ability.
2) Tactical Actions: Tactical actions take place on the board, and are initiated by Activating a system. Any number of actions may then be executed in the system. The order actions must be followed are:
i) Activation (placing a Command token in the system from your Tactic pool)
ii) Movement (Any ship that can reach the system may move into it, provided they do not exceed your fleet supply. The ships do not all need to come FROM the same system, but they can only move TO the activated system).
iii) Space Combat
iv) Invasion
v) Production
3) Component Action: Certain technologies, action cards, and racial abilities have Action abilities. These abilities make up your turn.
Once a player is unwilling or unable to take an action, he/she will PASS. Once passed, a player may take no further Actions, though they may still use the Secondary abilities of Strategy cards used by other players.
Once everyone has passed, the game moves to the Status Phase.
1) Strategic Actions: Strategic Actions are taken by using the Strategy Card (or cards) selected during the Strategy Phase. If you are playing your Strategy Card, you will use the Primary ability (explained on the top portion of the card). Other players may opt to play the Secondary ability detailed on the bottom. If you played the Primary ability on your turn, you do not also use the Secondary ability.
2) Tactical Actions: Tactical actions take place on the board, and are initiated by Activating a system. Any number of actions may then be executed in the system. The order actions must be followed are:
i) Activation (placing a Command token in the system from your Tactic pool)
ii) Movement (Any ship that can reach the system may move into it, provided they do not exceed your fleet supply. The ships do not all need to come FROM the same system, but they can only move TO the activated system).
iii) Space Combat
iv) Invasion
v) Production
3) Component Action: Certain technologies, action cards, and racial abilities have Action abilities. These abilities make up your turn.
Once a player is unwilling or unable to take an action, he/she will PASS. Once passed, a player may take no further Actions, though they may still use the Secondary abilities of Strategy cards used by other players.
Once everyone has passed, the game moves to the Status Phase.
Status Phase
It is in the Status Phase that Public Objectives (and some Secret Objectives) are scored. Ships are repaired, planets refreshed, Strategy cards returned, etc. It's like your empire took a nap and had a bowling night. You also get some Action Cards!
Agenda Phase
The Agenda Phase is introduced to the game once someone has claimed Mecatol Rex for the first time, and takes place every round after the Status Phase thereafter. The Speaker will draw the top card of the agenda deck (and it is important to draw the top card, as some abilities allow players to look at the cards), and read it out. Players will then vote for an outcome, starting with the player left of the speaker and going clockwise. The Speaker then votes last, and also breaks ties. Influence is spent for votes by exhausting planets. Don't worry, these planets will refresh in time for the next round, BUT anything you exhaust during the first agenda is not available for the next round. Two agendas are always drawn, so players may want to be careful how much they spend on the first agenda, in case a critical law comes up in the second agenda.
As a note, players are all considered adjacent during the Agenda phase and can make transactions.
Any planets exhausted during the Agenda phase are refreshed at the end of the round.
As a note, players are all considered adjacent during the Agenda phase and can make transactions.
Any planets exhausted during the Agenda phase are refreshed at the end of the round.
Prophecy of Kings
Prophecy of Kings is, quite possibly, the greatest thing to happen to mankind. It adds several new unique and interesting factions to the base game with features that add vitality and flexibility to an already mighty space empire game. I will give a brief overview here, but images and descriptions will be provided in their corresponding sections (In Progress - I have a job too, you know).
1) Leaders
Each faction has 3 leaders: an Agent, a Commander, and a Hero. The Agent is active from the start of the game, but the other two must be unlocked. The requirements to unlock a Commander is unique to each faction, and the requirement to unlock a Hero is to claim 3 objectives.
The Agent has an Exhaust ability that can be used once per round. Typically this ability can be used on oneself or used on behalf of another player.
The Commander has a permanent ability, and can be shared with another player with the use of a new Alliance promissory note.
The Hero has a powerful, single-use ability.
2) New Tiles
Many new tiles have been added to the board, including new planets. Four of the planets are Legendary, meaning they have an extra card featuring a unique Exhaust ability (such as producing Fighters, Trade Goods, etc).
Another new tile is the Hyperlane. This is not a space that can be activated, but rather connects tiles in a way that provides better game balance for 5 and 7 player games.
3) New Colors
The game can now be played with up to 8 players, with orange and pink now added to the mix.
4) New Techs
Several new techs have been added to each research deck.
5) New Promissory Notes
Each faction has a new Alliance promissory note that allows sharing of Commander abilities.
6) Mechs
Mechs have been added to the game, each faction with its own unique ability.
7) Exploration
The 3 planet types and empty space have their own exploration decks, themed to planet type. All contain Relics, which can be traded, and can be combined to create Artifacts.
8) Artifacts
Powerful items that can be created through combining relics of the same type.
9) New Abilities
New abilities have been introduced to the game, primarily associated with the new factions.
DEPLOY allows for the creation of units outside normal PRODUCTION. The rules to deploy a unit are described next to the DEPLOY text.
CAPTURE allows a faction to claim units destroyed in combat, which can be ransomed back or used to activate special abilities.
10) Gamma Wormhole
One of the Legendary Planets, Mallice, exists in a pocket dimension off the board. It can only be found by discovering the Gamma Wormhole through Exploration.
11) New Action Cards, Agenda Cards, Objective Cards
Many new cards have been added to the game, and a few subtracted. In this vein, two of the Strategy cards (Diplomacy and Production) have been updated with replacements.
12) New Factions
What we've all been waiting for - seven new factions, to even us out to a total of 24. The seven faction are Argent Flight, The Nomad, Titans of Ul, Vuil'Raith Cabal, the Empyrean, Mahact Gene Sorcerers, and the Naaz-Rokha Alliance.
1) Leaders
Each faction has 3 leaders: an Agent, a Commander, and a Hero. The Agent is active from the start of the game, but the other two must be unlocked. The requirements to unlock a Commander is unique to each faction, and the requirement to unlock a Hero is to claim 3 objectives.
The Agent has an Exhaust ability that can be used once per round. Typically this ability can be used on oneself or used on behalf of another player.
The Commander has a permanent ability, and can be shared with another player with the use of a new Alliance promissory note.
The Hero has a powerful, single-use ability.
2) New Tiles
Many new tiles have been added to the board, including new planets. Four of the planets are Legendary, meaning they have an extra card featuring a unique Exhaust ability (such as producing Fighters, Trade Goods, etc).
Another new tile is the Hyperlane. This is not a space that can be activated, but rather connects tiles in a way that provides better game balance for 5 and 7 player games.
3) New Colors
The game can now be played with up to 8 players, with orange and pink now added to the mix.
4) New Techs
Several new techs have been added to each research deck.
5) New Promissory Notes
Each faction has a new Alliance promissory note that allows sharing of Commander abilities.
6) Mechs
Mechs have been added to the game, each faction with its own unique ability.
7) Exploration
The 3 planet types and empty space have their own exploration decks, themed to planet type. All contain Relics, which can be traded, and can be combined to create Artifacts.
8) Artifacts
Powerful items that can be created through combining relics of the same type.
9) New Abilities
New abilities have been introduced to the game, primarily associated with the new factions.
DEPLOY allows for the creation of units outside normal PRODUCTION. The rules to deploy a unit are described next to the DEPLOY text.
CAPTURE allows a faction to claim units destroyed in combat, which can be ransomed back or used to activate special abilities.
10) Gamma Wormhole
One of the Legendary Planets, Mallice, exists in a pocket dimension off the board. It can only be found by discovering the Gamma Wormhole through Exploration.
11) New Action Cards, Agenda Cards, Objective Cards
Many new cards have been added to the game, and a few subtracted. In this vein, two of the Strategy cards (Diplomacy and Production) have been updated with replacements.
12) New Factions
What we've all been waiting for - seven new factions, to even us out to a total of 24. The seven faction are Argent Flight, The Nomad, Titans of Ul, Vuil'Raith Cabal, the Empyrean, Mahact Gene Sorcerers, and the Naaz-Rokha Alliance.
Components
Systems
The game board consists of hexagonal pieces called 'systems'. At the center is Mecatol Rex, former seat of the Lazax empire now held by Winnaran Stewards. Around this hexes are placed either by players in a time-consuming but strategic set-up, a random set-up, or pre-set map (each tile has a small number in one corner to help with preset map set-up).
In addition to planetary systems, there are also anomalies. I will give an overview of what these tiles mean.
In addition to planetary systems, there are also anomalies. I will give an overview of what these tiles mean.
EMPTY SPACE
As you might guess, not much happens here. It can make a nice border between faction, as many ships, especially in the early game, only have a movement of 1, so traversing this tile will often give your opponent a head's up that you're coming. Note the small number 47 in the left corner. All tiles now bear a number to aid in the set-up of premade maps. |
WORMHOLES
Some tiles have wormholes. There are generally two types of wormholes: Alpha and Beta. On the left is a planetary system that also contains a Beta wormhole. Beta wormholes are considered adjacent to Beta Wormholes, and Alpha are adjacent to Alphas. Keep an eye on the planet here; I shall refer back to it in the section below. |
PLANETS
Planets are the meat of the board. With these you expand your Empire, gaining positioning, resources, and political influence. Notice each planet has two numbers: one outlined in yellow, the other in blue. If you control a planet, you may exhaust it to gain one of these values. Yellow represents Production. This is used to build units and conduct research. Blue represents Influence. Influence is used in voting on Agendas, as well as some abilities such as purchasing command tokens from the Leadership Strategy Card. Planets may also have tech specialties. See that little yellow triangle on the left of Lazar? That means when doing research, you can exhaust Lazar to fulfill a yellow prerequisite. You may not exhaust a planet for tech AND for resources/influence at the same time. There are also three planet types: Industrial, Hazardous, and Cultural. Industrial planets have a green symbol by the planet name; Hazardous planets have a red symbol, and Cultural has a blue. There are action cards and agendas which reference these planet types, but they are more important in Prophecy of Kings, where each planet type has a themed exploration deck. |
HOME SYSTEM
Home systems bear their faction symbol in the bottom left. This is important to note when you put the game away, people! At least they way I organize my game. Anyway, the main thing about a Home System is that this is where you start, and you need to control it in order to score objectives. (Unless you're playing the wandering Saar). |
HYPERLANES
Introduced in Prophecy of Kings, Hyperlanes are not systems, as they can't be activated. What they do is connect tiles. See those three blue lines? Whatever system is on the bottom right would be considered adjacent to the top, top left, and bottom left tiles. This feature allows for the creation of more balanced maps in five and seven player games, meaning extra trade goods don't need to be handed out to compensate for placement. |
Anomaly/Planetary System
Planets inside anomalies have returned from TI3 and been added to the Prophecy of Kings expansion. They work just like regular anomalies, except you can live in them. Legendary Planets
Prophecy of Kings introduced four special planets, or Legendary planets, in addition to the increased number of regular tiles. Legendary Planets have a planet card as normal, but also have another card indicating a special ability. To the left is Hope's End, the location of the Imperial Arms Vault. This ability may be exhausted at the end of the controlling player's turn to place a mech on any planet OR draw an action card.
The Wormhole Nexus has returned from TI3! It is more interesting this time. It starts on the side with only the gamma (y) wormhole visible. A matching gamma wormhole must be found though exploration before moving there (unless you're playing the Ghosts, who probably have some other crazy way of doing it). Once someone moves into it, it flips and gains the alpha and beta wormholes.
The Exterrix Headquarters are on Mallice. Exhaust this ability to gain 2 trade goods or convert all your commodities to trade goods! |
Notice how Mirage isn't on a hex? That's because it must be discovered through exploration of deep space, and will be placed on an empty tile! It contains the legendary Flight Academy, which creates 2 fighters that can be placed in any system where you have a ship! (And capacity for the fighters, obviously).
Primor is the home of The Atrament! This planet ability lets you place 2 infantry on any one of your planets.
Planet Cards
Any sensible person will have an alphabetized deck of planet cards for easy finding! Not like those crazies who place the cards straight onto their corresponding planets until they are claimed.
Any sensible person will have an alphabetized deck of planet cards for easy finding! Not like those crazies who place the cards straight onto their corresponding planets until they are claimed.
Each planet has a corresponding card to be claimed by whoever claims the planet. It has the same planetary information as the tile, with some added flavor text. Now we know Zohbat here is the place to go for whiskey and space elevators!
A change from TI3 is the reverse side with the black-and-white image of the planet. When the colorful side is facing up, a planet is 'refreshed', meaning it can be used for Production, Influence, or Tech. When it is used, it is 'exhausted' and flipped to the black-and-white side.
As a note, in SHUX 2017 I got to play a bit of TI4 with the lead developer and lead artist. I was exhausting my planets by tipping them to the side, as was my habit from TI3. The artist said, "Hey! You're supposed to flip those over." And I told him it was just a habit from TI3. To which he said "I worked very hard to make those two-sided." So now I flip them over to appreciate his hard work.
A change from TI3 is the reverse side with the black-and-white image of the planet. When the colorful side is facing up, a planet is 'refreshed', meaning it can be used for Production, Influence, or Tech. When it is used, it is 'exhausted' and flipped to the black-and-white side.
As a note, in SHUX 2017 I got to play a bit of TI4 with the lead developer and lead artist. I was exhausting my planets by tipping them to the side, as was my habit from TI3. The artist said, "Hey! You're supposed to flip those over." And I told him it was just a habit from TI3. To which he said "I worked very hard to make those two-sided." So now I flip them over to appreciate his hard work.
The Races
There are 17 races in the base game of Twilight Imperium 4, which includes the races from Twilight Imperium 3 and all its expansions. Prophecy of Kings adds 7 new races, for a total of 24, plus new features to each existing race. New features include:
1) Leaders
There are three leaders for each faction (five, for The Nomad). These are of three types:
i) Agent: The Agent is available at the beginning of the game, and has an exhaust ability unique to each faction. These abilities can typically be used either on oneself or another player.
ii) Commander: A Commander needs to be unlocked for use. The means to unlock a Commander is unique to each faction. It presents a unique, permanent ability.
2) Mechs
Mechs make a return from TI3 as a more powerful ground force with Sustain Damage; however, they also have abilities unique to each faction.
3) Alliance: A new Promissory Note
The new Alliance promissory note allows another player to use your Commander ability.
The new races and features are (in progress) found through the buttons below.
1) Leaders
There are three leaders for each faction (five, for The Nomad). These are of three types:
i) Agent: The Agent is available at the beginning of the game, and has an exhaust ability unique to each faction. These abilities can typically be used either on oneself or another player.
ii) Commander: A Commander needs to be unlocked for use. The means to unlock a Commander is unique to each faction. It presents a unique, permanent ability.
2) Mechs
Mechs make a return from TI3 as a more powerful ground force with Sustain Damage; however, they also have abilities unique to each faction.
3) Alliance: A new Promissory Note
The new Alliance promissory note allows another player to use your Commander ability.
The new races and features are (in progress) found through the buttons below.