Box Art for Twilight Imperium 3rd Edition
|Designer(s)||Christian T. Petersen|
|Publisher(s)||Fantasy Flight Games|
|Players||3 – 81|
|Playing time||6+ hours|
|Random chance||Some D10 dice|
|Website||Fantasy Flight Games: Twilight Imperium|
|1 7-8 players available with the Shattered Empire expansion.|
Twilight Imperium is a strategy board game produced by Fantasy Flight Games. It was designed by Christian T. Petersen and was first released in 1998. The game is currently in its third edition, released in 2005, has large changes over previous editions. The third edition also has two expansions – Shattered Empire released in 2006, and Shards of the Throne released in 2011. It is known for the length of its gameplay (typically greater than 6 hours), and its in-depth strategy (including military, political, technological and trade).
- 1 Game Background
- 2 Components
- 3 Gameplay
- 4 Expansions, variants and optional rules
- 5 Differences Between Editions
- 6 List of games
- 7 References
- 8 External links
The game's premise is a large-scale space opera. It is set in the unstable power vacuum left after the centuries-long decline and collapse of the previously dominant Lazax race. The old galactic central capital, Mecatol Rex, located in center of the map is maintained by custodians who maintain the imperial libraries and oversee the meetings of the galactic council. Players assume the roles of rising empires on the fringes of the galaxy, vying for military and political control, until one finally becomes sufficiently dominant to take over as a new galactic emperor.
The game consists of cardboard map tiles, cards, plastic units, cardboard counters, and player sheets. The map is built from hexagonal tiles, each showing up to three planets, empty space, or a red-bordered system containing an obstacle (with additional types added in the expansions). The centre tile is always Mecatol Rex, with the remainder of the galaxy built out in concentric rings.
Plastic playing pieces represent various starship classes and ground forces. Players are limited to the number of playing pieces provided with the game, except for fighters and ground forces. Counters are included for record-keeping, including command tokens, control markers, trade goods, and extra fighter and ground force counters. Cards are used to track planet ownership, trade agreements, technologies, public objectives, secret objectives, special actions, and policy voting agendas.
Three to six (eight, with 'Shattered Empires') players can play, with games typically taking more than six hours to complete (approx. 1.5 hours per player), although players new to the game can take longer. The game works on a 'victory points' system such that players earn points by completing as combination of public and secret objectives.
Each player randomly selects a race to control. Either a pre-designed map can be used, or players generate a map via a pre-game mechanic whereby each takes turns in placing map tiles to construct a galaxy map with Mecatol Rex at the centre and home systems around the periphery.
The game includes several alien races (10 in the base game, plus extras in the expansions). Reference cards describe relevant game information on one side and a brief history of the race on the other. Up to six (or eight, with the 'Shattered Empires' expansion) of these races will appear in a game, depending on the number of players. Each race has unique special abilities, homeworld(s), and starts with different units and technology. Each race has distinct characters and themes, with advantages in particular game mechanics, such as trade, combat, technology, and politics.
Play consists of 6-10 rounds, each of which contains several turns. In each round players choose a strategy card which provides large bonuses to a particular gameplay mechanic and determines the order in which the players take turns during the round.
Players take turns to perform actions (building units, moving units, using strategy cards, using special action cards). Players are limited in the number of actions they can take during a round by their supply of command tokens, which are divided between strategy (used to access the secondary action of other players' strategy cards), fleet supply (limiting the number of ships that can occupy a system), and command pools (used for tactical actions). Players continue taking actions in turn order until each player has passed.
Units and combat
Units are purchased throughout the game using the resources from occupied planets. Combat is fought in rounds with each unit rolling one or more 10-sided dice to attempt to score "hits" on the enemy player, who is allowed a counter-attack with all their units before choosing which units are destroyed.
Political agendas are voted on at multiple points through the game, with votes proportional to the influence of a player's occupied planets. Laws can greatly modify game rules.
At the end of each round players have the opportunity to score victory points for a public goal that has been revealed and/or for a secret objective assigned to each player at the start of the game. The first player to achieve 10 victory points is declared the new Emperor and wins the game. After the 6th round, the game also has a mechanism where the game has a chance of ending on any subsequent round and the highest scoring player at that point declared the winner.
||This article possibly contains original research. (September 2007) (Learn how and when to remove this template message)|
Generally each player will attempt to expand quickly into the unclaimed systems around their home world, and then use those resources to achieve the revealed public goals, which usually involve control or expenditure of resources, technology, or units (currency) in order to score victory points. It is not generally necessary to engage in combat in order to win the game.
In the base game, half of the secret objectives (which are all worth 2 victory points) involve control of the former imperial capital Mecatol Rex, and controlling the planet grants the most political influence of any planet in the game. These facts and its central location usually lead to conflict over the ownership of Mecatol Rex. In the expansion, Shattered Empire, 5 out of 13 secret objectives involve control of Mecatol Rex.
A decisive factor in most games is the choice of the Imperial Strategy card. Executing the card's strategy immediately scores the controlling player 2 victory points, and reveals the next public goal card (the only way outside of the secret objectives to score victory points). With a group of players that have previously played the game, the Imperial Strategy card generally circulates regularly around the table, with each player taking it as a first choice when possible, and a player who succeeds in taking the card out of turn is usually seen as a threat by the other players. The card effectively acts as a clock on the game, since it is almost always chosen each turn.
Many fans were unhappy with the original Imperial Strategy Card, which they saw as far too powerful, and an alternate was included in the expansion, which allows a player to qualify for multiple objectives, instead of the usual one.
Expansions, variants and optional rules
Twilight Imperium: Shattered Empire
Fantasy Flight Games released an expansion called Shattered Empire in December 2006. It includes two new sets of playing pieces and additional system tiles, expanding maximum player number to eight. It also introduced several rules-fixes to address common criticisms of the base game.
Twilight Imperium: Shards of the Throne
The base game and its expansions come with several optional rules and the counters necessary to play them out. The simplest variant is the long game, where the winner must score 14 victory points, rather than 10. However, most variants are intended to allow players to customise the game-play in favour of their preferred mechanics. For example, there are alternative variants of all the strategy cards, which can drastically alter how players organise their turns. Some rule variants introduce new units, whist others can introduce completely new mechanics, such as race-specific leaders and diplomats, or random encounters for the first player to land on each neutral planet.
Differences Between Editions
Second Edition vs Third Edition
The third edition significantly changed many of the game mechanics. While some of the core elements remained the same, the game as a whole was completely revamped. Here are some of the more significant differences:
- In 2E, only the Hacan, Letnev, N'orr, Jol-Nar, Sol, and Xxcha were playable races. The Mentak and Yssaril were introduced in the Hope's End expansion as new playable races. The L1Z1X were present as non-player hostile invaders, introduced to gameplay via some of the events. The Naalu were completely new to the 3rd Edition (although it first appeared in the first edition expansion: The Outer Rim). While the races present in both games kept the same basic flavor and feel, the racial abilities changed between editions.
- In 2E, the game rounds were broken into phases: the political, production, movement, invasion, and technology steps. Each player had equal access to these phases every round. In 3E, these phases were largely spread out among the Strategy Cards, coupled with the new threaded activation sequence.
- In 2E, players collected credits as tangible money that could be spent from round to round. 3E's spending is mostly done by exhausting planets, though the Trade Good concept does allow some limited form of savable liquid assets.
- In 2E, the only spaceships that could be built were Cruisers, Carriers, Dreadnoughts, and Fighters. 3E introduced Destroyers (cheaper and weaker than Cruisers, but more mobile than Fighters), and War Suns (expensive and powerful super ships).
- While most of the technologies were ported from 2E to 3E, many of the effects changed significantly (largely to fit with the 3E sequence better).
- Politics in 2E was done at the beginning of each game round by drawing a card from a Political Card deck, and voting on the agenda. Some of these cards were events which automatically affected the game in some way (such as introducing hostile L1Z1X forces). In 3E, the concept of "events" was removed completely.
- In 2E, players achieved victory by progressing along a fixed set of objectives, largely centered around the number of resources, influence, and planets controlled, as well as technologies. In 3E, players instead try to achieve Victory Points by completing objectives revealed during the game; these objectives could change from game to game.
- The tiles, cards, and playing pieces in the 3E are noticeably larger in size than their 2E counterparts.
List of games
Main game (first edition)
- Twilight Imperium
- Twilight Imperium: Borderlands
- Twilight Imperium: Twilight Armada
- Twilight Imperium: Distant Suns
- Twilight Imperium: The Outer Rim
Main game (second edition)
- Twilight Imperium 2nd Edition
- Twilight Imperium: Hope's End
Main game (third edition)
- Twilight Imperium 3rd Edition
- Twilight Imperium 3rd Edition – Shattered Empire
- Twilight Imperium 3rd Edition – Shards of the Throne
- Twilight Imperium: Armada
- Twilight Imperium: Armada: Stellar Matter
- Twilight Imperium: Armada: Incursion
- Rex: Final days of an Empire
- "Twilight Imperium, a board game with meal breaks". Ars Technica. 2016-08-21.
- Machinima (2012-03-30), Twilight Imperium Review, Shut Up & Sit Down, retrieved 2016-09-16
- "Twilight Imperium Third Edition". www.fantasyflightgames.com. Retrieved 2016-09-16.
- "The Sum of Glory (A Review of Twilight Imperium 3rd Edition)". islaythedragon.com. iSlaytheDragon. 2013-10-22. Retrieved 2016-09-16.
- Drake, Matt (2013-02-03). "Massive Game Review - Twilight Imperium". Drake's Flames. Retrieved 2016-09-16.
- Machinima (2012-03-30), Twilight Imperium Review, Shut Up & Sit Down, retrieved 2016-09-16
- "Races of Twilight Imperium". dicehateme.com. Dice Hate Me. Retrieved 2016-09-16.