
Intrigue
A TWILIGHT
IMPERIUM 3rd
EDITION (Shattered Empire) PBeM
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:: MAIN :: |
:: MAP :: |
:: SUMMARY :: |
:: POLITICS :: |
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:: STRATEGIES :: |
:: TECHNOLOGY :: |
:: DISCARDS :: |
:: RULES :: |
:: RULES ::
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GENERAL GUIDELINES 1. Basic rules of Twilight Imperium 3rd Edition, Twilight Imperium: Shattered Empire, and Twilight Imperium 3rd Edition FAQ (v. 2.1) are used, unless stated otherwise (see Optional Rules and House Rules below). 2. The Game Master Overlord (GMO) maintains the official count of all game variables. 3. All players are encouraged to regularly check all publicly accessible information pertaining to the game. In case of discrepancies players should contact the GMO and ask to correct the mistake. Any problems arising from a player's failure to notice such discrepancies will not be considered a valid reason to back up a game in case of irreversible negative consequences for the player(s) involved. 4. Turn requirements:
5. The GMO has final say on all issues. He is, after all, the Game Master Overlord.
OPTIONAL RULES The following options will be used: Homeworlds, Age of Empire, Leaders, variant Strategy Cards, variant Objectives, Artifacts, race-specific Technologies, Shock Troops, Space Mines, Wormhole Nexus, tactical retreats, Voice of the Council. For details on these, see the appropriate sections of the rulebooks. Some of these have been altered, as noted below.
HOUSE RULES 1. Race-specific technologies will be acquired once a player's Victory Point total is equivalent to the resource cost of the technology. These technologies may also be purchased normally. 2. All Public, Secret, and Special Objectives will be claimed simultaneously in the Status Phase, with the exception of objectives claimed by using Bureaucracy. If two players reach 10 points in the same Status Phase, whichever player scores more points will win. In the event of a tie, all players will vote for the winner, using their total influence for their votes; the player with the most votes will win. 3. Blank Artifacts yield 2 Trade Goods. 4. Winnu's racial tech is changed from "as an action" to "at any time". 5. Xxcha second racial ability is changed as follows: "Once per round as an action, you may spend 1 Command Counter from your Strategy Allocation area to discard one item from the Agenda." Xxcha receive a fourth racial ability: "You always receive three additional votes." 6. Diplomat ability to delay invasions is removed. Instead, "if an opponent activates a system you control which contains a Diplomat, he must spend an extra Command Counter from his Command Pool." Also, "Diplomats may execute Planetary Landings alone and assume control of planets with no enemy Ground Forces present." 7. Agent Sabotage ability is changed to the following: "An Agent may, once per round, Sabotage an Action Card targeting the system he is in." 8. Double Agent AC, Joint Intelligence Initiative AC, and all Sabotage AC have been removed from the deck.
VARIANTS Cabinet (with Political II) - When Political II is activated (after receiving Action Cards), the Cabinet is assembled. Positions available in the Cabinet are as follows (the latter seven are Political Cards, which will not be in the deck):
The holder of Political II may select two of these. Then, in descending order of unexhausted influence, all other players select one office. The players will retain these offices until the next time Political II is activated. The player who is Speaker may not select Speaker on successive turns (but may do so on alternating turns). Agenda (with Political II)
Age of Empire (with Bureaucracy II)
ADDITIONAL ACTION CARDS A variety of extra Action Cards are included in the deck. Descriptions of these cards may be found at the page Side Projects.
Advanced
Interrogation Techniques - 1 Also, one extra of each of the following is in the deck: Bribery, Discredit, Fantastic Rhetoric, Thugs. In addition, Revote PC is in the deck three times (instead of one). REMOVED CARDS
Council
Dissolved AC |
Twilight Imperium 3rd Edition PBeM
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