Intrigue
A TWILIGHT IMPERIUM 3rd EDITION (Shattered Empire) PBeM

:: MAIN ::

:: MAP ::

:: SUMMARY ::

:: POLITICS ::

:: STRATEGIES ::

:: TECHNOLOGY ::

:: DISCARDS ::

:: RULES ::

:: STRATEGY CARDS ::

Init

Name

Primary Ability

Secondary Ability

1

Leadership

Take Charge

Receive 3 Command Counters from your reinforcements.  You may then immediately use this card's secondary ability.

Masterful Tactician

Purchase Command Counters at a rate of 1CC per 2 influence spent, to a maximum of 3.

2

Diplomacy II

Demilitarized Zone/Alliance

Choose a) or b):

a) Choose one system containing a planet you control.  Each opponent must place one of his Command Counters into the system from his reinforcements.

b) Execute the secondary ability of this card without paying a Command Counter or any influence.

Peaceful Annexation

Spend 1 Command Counter from your Strategy Allocation and 3 influence to claim an empty planet adjacent to a system you control.

3

Political II

Setting the Agenda

Draw three Action Cards.

Assemble the Cabinet.  You may select two positions.

Draw the top three cards from the Political Card deck.  You may freely rearrange or discard these three cards.

Discard any one Political Card from the current Agenda, if you choose.

Morale Boost

Spend 1 Command Counter from your Strategy Allocation area to refresh any number of your Planet Cards with total combined resource and influence of 6 or less.

4

Production

Tight Deadlines

Immediately build units in one of your systems containing one or more friendly Space Docks – receiving 2 additional resources with which to build – even if you have activated this system already.  Building units here does not activate the system.

Double Efforts

Spend 1 Command Counter from your Strategy Allocation area to immediately build up to 3 units in one of your systems containing one or more friendly Space docks, even if you have activated this system already.  Building units here does not activate the system.

5

Trade II

Free Trade

Receive 3 Trade Goods or cancel up to 2 Trade Agreements (you may not cancel Hacan Trade Agreements).

Then all players receive Trade Goods from their active Trade Agreements.  Players who are not the active player receive 1 fewer total Trade Goods.

Finally, open trade negotiations among all players.  You must approve all new trade agreements.

6

Warfare II

High Alert

Place the High Alert token in a system.  Your ships in the system with the token gain +1 movement and +1 on all combat rolls.  If you move any ships from this system, you may move the token with them.  Remove the token from the board at the start of the next Status Phase.

Reinforce

Spend 1 Command Counter from your Strategy Allocation area to move up to two of your ships from unactivated systems into any adjacent system(s) with no enemy units.  This does not activate the destination system(s).

7

Technology II

Technological Focus

Receive one Technology advance.  You may then buy a second Technology advance at the cost of 8 resources.  You must have the necessary prerequisites for each Technology.

Advanced Development

Spend 1 Command Counter from your Strategy Allocation area and 6 resources to receive one Technology advance for which you have the necessary prerequisites.

8

Bureaucracy II

SPECIAL

After selecting this Strategy Card, remove Red Tape counters equal to the number of Bonus Counters on this card.

Imperial Control

Receive 1 Command Counter from your reinforcements.  Then, remove one Red Tape counter from the Public Objective of your choice.  You may not choose a Stage II Objective in the first three rounds.  You may then immediately claim one Public Objective for which you qualify.

New Agendas

Spend 1 Command Counter from your Strategy Allocation area to draw one Action Card.

Twilight Imperium 3rd Edition PBeM web site design
by Alexander Belyakov, 2005