Malazan Empire: Twilight Imperium Reference Thread - Malazan Empire

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Twilight Imperium Reference Thread

#1 User is offline   Galactic Council 

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Posted 26 June 2019 - 04:11 PM

Rules

TI4 Base Game "Learn to Play" Rulebook
Prophecy of Kings Expansion Rulebook

Official Living Rules Reference (current version: 2.0)

TI4 Codex: Volume 1





Index

1. (This post)
2. Forum Play (Formatting and House-Rules)
3. Game Configuration
4. Strategy Cards
5. Technologies
6. Promissory Notes
7. Factions
8. Public Objectives
9. Secret Objectives
10. Action Cards
11. Agendas
12. Exploration and Relics
13. Misc other cards
14. Record of forum games



Helpful Links

TI4 Wiki

Battle Calculator

PoK Battle Calculator

Map Generators:

D-Peterson Generator
Keegan-W Generator

This post has been edited by D'rek: 03 April 2021 - 02:51 PM

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Posted 26 June 2019 - 04:11 PM

2. Forum Play


Formatting

Banners

Most games use "banner" images for players to put at the start of their turns in the Game Thread. This helps everyone scroll through the Game Thread quickly and clearly see which players are taking turns at a glance - especially if the moderator or other players are posting on behalf of other people.


Status Blocks

All posts in an active forum game's Game Thread should end with a "Status Block" - a filled template indicating all of your current cards, stats, etc. Everything in the status block should be accurate as of the end of that post - i.e. if you make a post for your turn in the action phase, the numbers/cards/etc should be reflective of your standing at the end of that turn.

Status Block Template:

Quote

CURRENT STATUS

Victory Points: 6 <--Your current VP score

Strategy Card: IMPERIAL <--Your current SC. Strikethrough it after you have played your strategic action. Leave this blank when you have no SC.
Command Pools: 2T | 2F | 1S <--The current numbers of command tokens in each of your pools
Goods: 1/2 C | 3 TG <--Your current amount of commodities and trade goods
Relic Fragments: 0C | 2H | 1I | 1U <--The number of relic fragments of each type currently faceup in your play area
Action Cards: 4 <--The number of action cards currently in your hand
Promissory Notes: 4 Nekro, 1 Sol, 1 Jol-Nar <--The number of PNs currently in your hand, divided by player of origin. Do not include PNs that are in your play area.
Secret Objectives: 1 fulfilled | 1 unfulfilled <--The number of fulfilled SOs in your play area and the number of unfulfilled SOs in your hand.

// List all planets you control here, with their res/inf values and any additional features they have. Strikethrough planets that are exhausted. You can put the planets in any order.
Planets:
+ Lodor (3/1)
+ Lazar (1/0, yellow tech)
+ New Albion (1/1, green tech)
+ Gral (1/1, blue tech)
+ Xxehan (1/1)
+ Rarron (0/5, senate sanctuary)

// List all technologies that you own here. Strikethrough technology cards that are exhausted. List the technologies in G>B>Y>R>Unit>Valefar order, and with lower-prerequisite techs first within each colour.
Technologies:
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Graviton Laser System -- You may exhaust this card before 1 or more of your units uses Space Cannon; hits produced by those units must be assigned to non-fighter ships if able.
+ XRD Transporters -- Carrier II

// Copy+paste all 3 leaders for your faction from the Factions section here at the start of the game. Remove the "LOCKED" part when they are unlocked. Strikethrough any leader that is locked or exhausted. Delete any leader that is purged.
Leaders:
+ Nekro Malleon (AGENT) -- During the action phase: You may exhaust this card to choose a player; that player may discard 1 action card or spend 1 command token from their command sheet to gain 2 trade goods.
+ Nekro Acidos (COMMANDER) -- After you gain a technology: You may draw 1 action card.
+ UNIT.DSGN.FLAYESH (HERO) -- {LOCKED: Have 3 Scored Objectives} ACTION: Choose a planet that has a technology specialty in a system that contains your units. Destroy any other player's units on that planet. Gain trade goods equal to that planet's combined resource and influence values and gain 1 technology that matches the specialty of that planet. Then, purge this card.

// If you are not playing as the Vuil'raith, Nekro, or Yssaril (or if the Vuil'raith are not in the game) you can remove this section. Otherwise, list here all captured units you currently have on your faction sheet, sorted by unit type and listed by opposing faction.
Captured Units
+ Dreadnoughts: 1 Sol, 1 Argent
+ Destroyers: 1 Mentak, 2 Sol
+ Fighter token: 3
+ Infantry token: 1

// List all other cards that are in your play area here - Fulfilled SOs, promissory notes, active laws (only the ones where they are specifically placed in a player's play area), legendary planet abilities, relics, etc. For ease of reading, please denote in brackets what type of card it is at the start. Strikethrough any cards that are exhausted, and delete any that are purged.
Other:
+ (Active Law) Imperial Arbiter
+ (Fulfilled SO) Mine Rare Metals -- 1VP -- Status Phase -- Control 4 hazardous planets.
+ (Relic) The Codex | ACTION: | Purge this card to take up to 3 action cards of your choice from the action card discard pile.









Forum House Rules


1. Deferred Secondaries

When a player performs a Strategic Action they execute the Primary part of the strategy card and everyone else has the opportunity to execute the Secondary part of the card.

In the rules-as-written, this all happens right away: Cindy says she's performing the Technology strategy, she immediately executes the Primary effect for herself (gaining 1 tech and spending 6 resources to gain a second tech); immediately after that Alice decides to execute the Secondary (spending a command token and 4 resources to gain a tech); also immediately Bob chooses not to do the Secondary of the card. Only after all of that does the turn pass from Cindy to the next player.

This will slow down the game every time a Strategic Action is performed as we wait for all players to check-in, and the Secondary effects typically have little game impact.

Therefore, executing the Secondary effect of all Strategy Cards will be moved to the start of the player's turn. E.g.: Cindy does the Technology strategic action and executes the Primary, then her turn is over. On Alice's turn she can do the Technology Secondary, then proceed with her own action. If Alice also does a Strategic Action, then on Bob's turn he can do both the Secondary effects from Cindy and Alice's Strategic Actions (or just one, or neither) before he then performs his own action.

To prevent any "luck" from when players do/don't check-in on the forum, all Secondary effects *must* be deferred like this - even if you happen to be online right after a Strategic Action is performed you have to wait until your turn to do the Secondary. Furthermore, if you have multiple Secondary effects to execute before your turn you must perform them in the same order that their Primary effects were executed.

Performing secondaries is not considered "part of your turn" and the "start of your turn" only occurs after you have finished resolving the effects of the secondaries. Therefore, you may not execute any transactions before or in-between performing the secondaries. Immediately after you finish resolving secondaries comes the "at the start of your turn during the action phase" timing window, and then you can resolve transactions and other effects during your turn as normal.



2. Malaz Agenda Phase

Once the Agenda Phase has been unlocked, the Agendas for each upcoming Agenda Phase are revealed at the start of the Status Phase.

Instead of voting one-by-one on each agenda, all players cast their votes simultaneously, for both agendas at once. This is done by sending a private message to the game moderator, choosing an outcome for each agenda and how many votes you will cast for each of the two outcomes. All players negotiating deals during the agenda phase and submitting their votes is a single timing window (so transactions made for submitting certain votes can be binding).

Votes must still be cast as planets (i.e. you cannot split the votes from one planet between the two agendas).

Once all votes are submitted, the moderator tallies them and resolves the first agenda according to the winning outcome, then resolves the second agenda. Ties are decided by the Speaker, as per usual.

Since agendas are revealed at the start of the Status Phase, game effects which occur "after an agenda is revealed" (or similar wording) -- e.g. Nekro and Xxcha faction abilities, Rider action cards, the Veto action card -- are played as part of a player's turn during the Status Phase. Agendas are revealed at the start of the status phase, well before players draw new action cards, so if you draw an agenda-related action card during your status phase turn you must wait until the next round to play it.

If an effect is played on an Agenda that is then removed from play in a later player's turn, the effect is not refunded (e.g. if the player with Initiative Order 2 plays a Technology Rider on an agenda but that agenda is Quashed by the player with Initiative Order 6, the Technology Rider is also discarded with the agenda).


3. Unlimited Infantry/Fighters

Each player has an infinite number of "plastic" infantry and fighter pieces available, and there is no limit to the number of discrete infantry/fighter groups. The cardboard tokens denoting additional infantry/fighters beyond the plastic limit are not used.


This post has been edited by D'rek: 05 May 2021 - 05:39 PM

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#3 User is offline   Galactic Council 

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Posted 26 June 2019 - 04:11 PM

3. Game Configuration


All forum games shall include in the game thread a "Configuration" post outlining the following:

> Which base rules apply to the game (usually the latest Living Rules Reference, e.g. LRRv1.3, but if a new version of the LRR comes out right around the time a game is starting that could be a reason to stick to the older version)

> VP Goal for the game

> Details of how the map will be created (e.g.: randomly generated, player-created, moderator-created, etc). Give as much detail as possible, including map size, shape, what tiles will be excluded (if any), any specific weightings or intentional balancing/unbalancing, etc.

> Details of how players will select or be selected for Speaker, homeworld position, and faction (e.g.: random, snake draft, ban system, etc). Make sure to include whether this will be done before or after the map is known.

> Which forum house rules are active (usually it is all of them)

> Card Sets - Which sets of cards will be used for: strategy cards, public objectives, secret objectives, action cards, agendas, generic technologies, faction technologies, and faction promissory notes.


Here is an example post:

Quote

Game Configuration

Base Rules: TI4 Living Rules Reference v1.3

VP Goal: 10

Map Setup: Preset map created using the D-Peterson Random Map Generator tool - "Warp Zone" layout. No special weightings. The map is revealed before faction/seat/speaker selection.

Faction/Seat/Speaker Selection: Player order is randomized. The first player chooses a faction to ban and a starting position, then the 2nd, and so on. When that is complete, the first player chooses a faction, then the 2nd, and so on. The last player in the randomized order is the Speaker.

Forum House Rules:
1. Deferred Secondaries - YES
2. Malaz Agenda Phase - YES


Strategy Cards: PoK Set
Public Objectives: PoK Set
Secret Objectives: PoK Set
Action Cards: Malaz Set
Agendas: PoK Set
Promissory Notes: Omega Set
Generic Technologies: Core Set
Faction Technologies: Omega Set

This post has been edited by D'rek: 29 December 2020 - 03:34 AM

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Posted 26 June 2019 - 04:47 PM

4. Strategy Cards


Core Set
Original TI4 strategy cards

Spoiler




PoK Set
The official strategy cards used in PoK. Same as the Core Set, but the Diplomacy Card primary refreshes any 2 planets and the Construction wording is different so that it interacts with other "spend a CT" effects.

Spoiler




ME9 Set
A modified set of 9 cards made for the early 9-player Malaz forum games

Spoiler




ME10 Warfare/Training Set
A modified set of 10 strategy cards made for larger forum games where we desire 10 strategy cards. Never used so far.

Spoiler

This post has been edited by D'rek: 29 December 2020 - 03:06 AM

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Posted 26 June 2019 - 04:58 PM

5. Technologies

Core Set
Spoiler



Omega Set
(Visual reference)
Spoiler

This post has been edited by D'rek: 05 January 2021 - 08:09 PM

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Posted 26 June 2019 - 04:59 PM

6. Promissory Notes


Core Promissory Note Set:
Generic Promissory Note cards from the TI4 base game+PoK

CEASEFIRE | Play after the <X> player activates a system that contains 1 or more of your units | The <X> player cannot move units into the active system. Then, return this card to the <X> player.

TRADE AGREEMENT | Play when the <X> player replenishes commodities | The <X> player gives you all of their commodities. Then, return this card to the <X> player.

POLITICAL SECRET | Play right before an agenda is to be voted upon | The <X> player cannot vote, play action cards, or use faction abilities until after that agenda has been resolved. Then, return this card to the <X> player.

SUPPORT FOR THE THRONE | When you receive this card, if you are not the <X> player, you must place it faceup in your play area and gain 1 victory point. If you activate a system that contains 1 or more of the <X> player's units, or if the <X> player is eliminated, lose 1 victory point and return this card to the <X> player.

ALLIANCE | When you receive this card, if you are not the <X> player, you must place it faceup in your play area. While this card is in your play area, you can use the <X> player's commander ability, if it is unlocked. If you activate a system that contains 1 or more of the <X> player's units, return this card to the <X> player."


<X> = the player to whom the card originally belonged (e.g. "the SOL player")

This post has been edited by D'rek: 08 January 2021 - 03:19 PM

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Posted 26 June 2019 - 05:02 PM

7. Factions

You can find all the details of each faction on the TI4 wiki, so we won't repeat all of it here, but within each spoiler box you can find: {a} a faction sheet with the mech card added to it to have all of a faction's unit blueprints in one place, and {b} all the faction-specific text for players to put in their status blocks, already formatted correctly for forum games.

Album of Faction Summary Cards


The Arborec - Wiki Link
Spoiler


The Argent Flight - Wiki Link
Spoiler


The Ghosts of Creuss - Wiki Link
Spoiler


The Empyrean - Wiki Link
Spoiler


The Emirates of Hacan - Wiki Link
Spoiler


The Universities of Jol-Nar - Wiki Link
Spoiler


The L1Z1X Mindnet - Wiki Link
Spoiler


The Barony of Letnev - Wiki Link
Spoiler


The Mahact Gene-Sorcerers - Wiki Link
Spoiler


The Mentak Coalition - Wiki Link
Spoiler


The Embers of Muaat - Wiki Link
Spoiler


The Naalu Collective - Wiki Link
Spoiler


The Naaz-Rokha Alliance - Wiki Link
Spoiler


The Nekro Virus - Wiki Link
Spoiler


The Nomad - Wiki Link
Spoiler


Sardakk N'orr - Wiki Link
Spoiler


The Clan of Saar - Wiki Link
Spoiler


The Federation of Sol - Wiki Link
Spoiler


The Titans of Ul - Wiki Link
Spoiler


The Vuil'raith Cabal - Wiki Link
Spoiler


The Winnu - Wiki Link
Spoiler


The Xxcha Kingdom - Wiki Link
Spoiler


The Yin Brotherhood - Wiki Link
Spoiler


The Yssaril Tribes - Wiki Link
Spoiler

This post has been edited by D'rek: 20 April 2021 - 03:10 AM

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Posted 26 June 2019 - 05:02 PM

8. Public Objectives

Original TI4 Set
Original TI4 public objective cards from the base game
Spoiler




PoK Set
TI4 base game + PoK objectives
Spoiler

This post has been edited by D'rek: 06 January 2021 - 03:01 AM

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Posted 26 June 2019 - 05:17 PM

9. Secret Objectives


Original TI4 Set
Original TI4 secret objectives from the base game
Spoiler




PoK Set
Original TI4 secret objectives + PoK expansion cards
Spoiler




Malaz Additional SOs Set:
These are extra secret objectives that can be added in for games where there are not enough official secret objectives for the number of players or for just more variety. By default, these are not used. (Hasn't been revised since PoK came out.)
Spoiler


This post has been edited by D'rek: 24 May 2021 - 11:03 PM

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Posted 26 June 2019 - 05:30 PM

10. Action Cards


Malaz Set:
A combined set of base game + Codex1 + PoK action cards, but some have been modified (marked with a (μ)) to better fit the forum format.
Additionally, the following action cards are removed: Hack Election, Deadly Plot, Insider Information.

Spoiler




Base Game Action Cards:
Official action cards from the TI4 base game
Spoiler




Codex 1 Action Cards:
Official additional action cards included in the TI4 Codex: Vol 1
Spoiler




PoK Action Cards:
Official action cards added in the PoK expansion
Spoiler

This post has been edited by D'rek: 29 December 2020 - 02:56 AM

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Posted 26 June 2019 - 05:49 PM

11. Agendas


Base Game Set
Base game agenda cards
Spoiler




PoK Set
TI4 base game agendas + PoK agendas.
The following base game agendas are removed: Core Mining, Demilitarized Zone, Holy Planet of Ixth, Research Team: Biotic, Research Team: Cybernetic, Research Team: Propulsion, Research Team: Warfare, Senate Sanctuary, Shard of the Throne, Terraforming Initiative, The Crown of Emphidia, The Crown of Thalnos.
The base game version of Representative Government is replaced with a new version of the same agenda.

Spoiler

This post has been edited by D'rek: 28 December 2020 - 11:18 PM

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Posted 26 June 2019 - 05:49 PM

12. Exploration


Cultural Exploration Cards
Spoiler


Hazardous Exploration Cards
Spoiler


Industrial Exploration Cards
Spoiler


Frontier Exploration Cards
Spoiler


Relics (includes Codex 2 Relics)
Spoiler

This post has been edited by D'rek: 20 April 2021 - 02:15 AM

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Posted 02 November 2020 - 06:11 PM

13. Misc Other Cards


Legendary Planet Ability Cards
Place these in your play area (in the "Other" section of your status blocks) when you control the corresponding legendary planet and use strikethrough to indicate when they are exhausted. (Reminder: if you gain control of a legendary planet and the ability card is already exhausted, it remains exhausted when you put it in your play area.)

+ (HOPE'S END) Imperial Arms Vault -- You may exhaust this card at the end of your turn to place 1 mech from your reinforcements on any planet you control, or draw 1 action card
+ (PRIMOR) The Atrament -- You may exhaust this card at the end of your turn to place up to 2 infantry from your reinforcements on any planet you control
+ (MALLICE) Exterrix Headquarters -- You may exhaust this card at the end of your turn to gain 2 trade goods or convert all of your commodities into trade goods
+ (MIRAGE) Mirage Flight Academy -- You may exhaust this card at the end of your turn to place up to 2 fighters from your reinforcements in any system that contains 1 or more of your ships

This post has been edited by D'rek: 05 January 2021 - 06:18 PM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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#14 User is offline   D'rek 

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Posted 04 January 2021 - 07:34 PM

14. Record of Forum Games Played So Far


Game 1
Mod: D'rek
Winner: IH

IH - Yssaril - 11VP
Khell - Sol - 10 VP
Twelve - Jol-Nar - 8 VP
Gnaw/Nom - Naalu - 8 VP
Tatts - Creuss - 5 VP
Morgoth - Nekro - 7 VP
Tapper - Sardakk - 5 VP
Nico - Mentak - 4 VP
Blend - Hacan - 4 VP

-----------

Game 2
Mod: Blend
Winner: Morgoth

Morgoth Arborec - 14 VP
Nom - Mentak - 13 VP
Tapper - Sol - 11
D'rek - L1Z1X - 10 VP
IH - Creuss - 8
Khellendros - Saar - 7
Tatts - Hacan - 8 VP
Gnaw - Xxcha - 3
Twelve - Winnu - 1

-----------

Game 3
Mod: Khell
Winner: IH

IH - Mentak Coalition - 12 VP
Macros/Gnaw - Nekro Virus - 9 VP
Tapper - Emirates of Hacan - 8 VP
Morgoth - Barony of Letnev - 8 VP
D'rek - Universities of Jol-Nar - 7 VP
Twelve - Winnu - 5 VP
Tatts - Federation of Sol - 5 VP
Nom - Arborec - 4 VP
Blend - Embers of Muaat - 3 VP

-----------

Game 4A - Unfinished
Mod: Gnaw?

Twelve - Muaat
Nom - Jolnar
Blend - Creuss
Tattersail - L1z1x
Tapper - Winnu
D'rek - Arborec

-----------

Game 4B - Unfinished
Mod: Blend?

Khell - Naalu
Twelve - Saar
D'rek - Sol
Gnaw - Yssaril
Morgoth - Yin
IH - Letnev


-----------

Game 4C
Mod: Blend
Winner: IH

Imperial Historian (Yin): 12 VP
Twelve (Arborec): 11 VP
D'rek (Nekro): 10 VP
ToasTer86 (Naalu): 10 VP*
Morgoth (Creuss): 10 VP
ItWasNom (Xxcha): 7 VP
Khellendros (Letnev): 8 VP*
Tattersail (Sardakk): 7 VP
Jazzarm/Tapper (L1Z1X): 5 VP*


*was before IH in initiative order but didn't post a status update. Couldn't reach 12 VP either way.

-----------

Game 5 - unfinished
Mod: Blend

Twelve - Yin
D'rek - Hacan
Nom - Mentak
Morgoth - Muaat
IH - Saar
Tatts - Jol-Nar

-----------

Game 5:Re
Mod: D'rek
Winner: Morgoth

Morgoth - Yssaril - 10 VP
IH - L1Z1X - 9 VP
Tatts - Sol - 8 VP
Twelve - Winnu - 8 VP
Blend - Naalu - 5 VP

-----------

Game 6
Mod: Morgoth
Winner: D'rek

D'rek - Mentak - 10 VP
Blend - Jol-Nar - 9 VP
IH - Saar - 9 VP
Tatts - Sol - 8 VP
Twelve - Muaat - 8 VP

-----------

Game 7
Mod: D'rek
Winner: Twelve

Twelve - Winnu - 10 VP
Tatts - Ul - 9 VP
IH - Argent - 9 VP
Morgoth - Naaz-Rokha - 9 VP
Khell - Saar - 8 VP
Blend - Empyrean - 7 VP

This post has been edited by D'rek: 16 April 2021 - 01:17 PM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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