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TWILIGHT IMPERIUM - Fourth Edition

After years of neglecting this site, I have finally decided to come back to it so I can update the information for Twilight Imperium, as Fourth Edition came out last year so our good friend Third Edition has been sent to live on a farm upstate. Due to a lack of creativity on my end, the general format will remain similar to the old site, with 4th Edition information slowly spreading like manure over the field of 3rd Edition information I planted many years ago.
Now, I may need some clarification, as many of you are confused by my comparison of 4th Edition to manure. "That's bad!" you're thinking to yourself. "He doesn't like 4th Edition at all!"

Not so, you! Manure is good. It makes plants grow. Learn about farming if this metaphor is proving too difficult to grasp.

TI4 (which I shall heretofore use as shorthand for Twilight Imperium 4) is a wonderful update to TI3. It isn't an entirely different game: in fact, if you know how to play TI3, you will slip in with few adjustments.

I will detail some of these difference below, but I do want to stress that if you are expecting something entirely new, TI4 is not it. It does, however, streamline the game, making it smoother to play and adding some lovely new artwork and models.

There are not yet any official expansions for TI4, and I am receiving mixed messages as to whether or not there will be any, but some of the 3rd Edition expansions are included in the base game (ie. Racial Technologies and Flagships). There are also a few fan-made expansions, and I shall detail some simple ways you can integrate the expansions from TI3 into TI4.
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A farm, for those of you unfamiliar with the heavy imagery I set in the first paragraph. I've been told Twilight Imperium 3 lives here now, where it can run free, but I suspect it's really buried somewhere in my back yard.

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 greatness 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. Not as big a chunk as 3rd Edition, perhaps, but a sizable piece nonetheless. My last game, with six players, finished in five hours. Not quick, if you're used to Uno and Scrabble, but compared to TI3, that's the blink of an eye.

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.


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Game layout from the Fantasy Flight page.
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I won my copy at SHUX '17! I'm the dashing gent on the right. The shirt says 'Trust Me', but you probably shouldn't.

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, 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.


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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: Tactical Actions, Strategic Actions, and Component Actions.

I won't go into a ton of detail here, but will post a link to a video explaining the game. Briefly, however, Tactical Actions are actions that take place on the game board (such as movement, production, and combat) and generally cost a Command Token. Strategic Actions occur when a player activates his (or Her! But more likely his) Strategy card. Component Actions could be an action card or racial ability that can be played as an action.

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 in a nap and had a bowling night. You also get some Action Cards!

Agenda Phase

Unlike TI3, voting on laws now has its own phase at the end of the round which only activates once someone has claimed Mecatol Rex for the first time. Also unlike TI3, all planets are available to use as votes, and you don't need to worry about spending Influence to cast votes as your planets will again refresh at the end of the phase.

However, you do need to be a bit conservative, as there will be 2 agendas, and any Influence you spend on the first Agenda will no longer be available for the second.

Components

Planets
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.
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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. This is to help set up pre-made maps.
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ASTEROID FIELD

Ships may not move through or into Asteroid Fields.

I would like to note that Antimass Deflectors, a technology which allows movement through Asteroid Fields, has changed a bit since TI3. Now, in TI4, you may not only move through but also park in Asteroid Fields. In addition, while in an Asteroid Field, PDS units firing at you receive -1 to rolls.

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GRAVITY RIFT

Gravity rifts allow ships either passing through them or starting their movement in them to add +1 to their movement. The maneuver, however, is risky: each ship attempting to do so must roll a die, and on a roll of 1-3 is destroyed. I believe (but am too lazy to verify) that this is slightly better than in TI3 when the fatality rate was 50/50.

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NEBULA

As I recall this are the same as TI3. You can't move through them (you can only move into them if they are the activated system, which means you need to stop), when you leave you can only move 1, and during combat, defenders get +1 on die rolls.

To clarify moving out of Nebulae, the ship's Movement is reduced to one, but other in-game effects that improve movement may still apply.

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SUPERNOVA

Supernovas are blocked squares. You may not move into or through them. Unless you are the Embers of Muaat, of course!

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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.

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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.

Each planet has a banner with its name, obviously, which helps you find its matching card in the Planet Deck. There are also some colorful symbols, some of which are new to TI4

The symbol you may know from TI3 is the yellow triangle on the left of Lazar (under its production value). This is a Tech credit. As the Tech system has changed, the use of tech credits is different than TI3. What this means now is that Lazar could be used to fill a prerequisite for a new tech. The yellow triangle means it can be used as a yellow prerequisite. This does exhaust the plant, so you can't use the same system to pay for a tech as to fill a prerequisite.

There are also 3 planetary types, which may be referred to on certain Action Cards or Agendas. The symbol for the planetary type is next to the planet name: Quann (above) has a blue oval, Lazar has a green gear, and Sakulag has a red triangle. These symbols refer to Cultural planets (blue), Industrial planets (green), and Hazardous planets (red).

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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.

The Races

TI4 keeps all 17 races from TI4 and its expansions. There are some changes, mostly for the better. (Some people have serious issues with the Winnu, but I am okay with it if for reasons I will explain in that section).

Below are the updated links to the pages for the 17 races. I have added an Anthem for each race, which Idea I think I subconsciously stole from Shut Up and Sit Down. But I took it to another level.
Arborec
Letnev
Saar
Yin
Creuss
Mentak
Sardakk N'orr
Yssaril
Hacan
Muaat
Sol
Jol-Nar
Naalu
Winnu
L1Z1X
Nekro Virus
Xxcha
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