Xcelerator R1 2b
Xcelerator R1 2b
Xcelerator R1 2b
Jord 4 2 Nom R I T
SD Pds SD GF
Qucen'n 1 2 New Albion 1 1 G
1 2 D Cr Dr W Ca Fi
Rarron 0 3 G 7 Starpoint 3 1 Pds GF
Abyz 3 0
Coorneeq 1 2 R Centauri 1 3
Tequ'ran 2 0 R
1
Empty hole Saudor 2 2 Torkan 0 3 B
1
Alpha Arnor 2 1
1 1 2
Mehar Xull 1 3 B Lor 1 2 R
Arretze 2 0
Nar 2 3 Beta SD
2 SD Hercant 1 1
Jol 1 2 Far reach Space 999
1 Kamdorn 0 1
Bereg 3 1 R Lazar 1 0
1 1 1 1 1 1
Litra IV 2 3 G Sakulag 2 1 Thibah 1 1 2
1
Dal Bootha 0 2 R
1
Quann 2 1 G Xxehan 1 1 G
1 1
3
Jol-Nar Sol Hacan Yssaril L1z1x Letnev
Round
1. Initiative 3. Political 4. Logistics 5. Trade 7. Techno. 8. Imperial
Turn 1 T Bereg / Litra IV R +2 GF > Jord T Tequ'ran / Torkan R Skip S Techno. T Quann
Turn 3
Turn 4
Turn 5
Turn 6
Richimed (Richard) Grunk (Jason) Sitko (Brad) FunkyBunch (Mark) Chovesh (Aaron) Loren17 (Thomas)
Yssaril Sol Jol-Nar L1z1x Hacan Letnev BONUS
PLANETES
PLANETES
Torkan 0 3 B x
5. Trade
6. Warfare x
7. Techno.
8. Imperial
Sarween Tools +1 Sarween Tools +1
NOTES
SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP
CC
CC
2 3 3 2 3 3 2 3 1 3 3 2 2 5 3 2 3 2
TOTAL =
2 1 2 2 3 1 1 1 3 3 1 1
TRADE
TOTAL =
TRADE
2 2 2 2 5 2
Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods
15
ACTIVE LAWS
Antimass Deflectors Antimass Deflectors Hylar V Assault Laser Hylar V Assault Laser Enviro Compensator Hylar V Assault Laser
XRD Transporter Cybernetics Antimass Deflectors Stasis Capsules Sarween Tools Antimass Deflectors
Enviro Compensator Cybernetics
TECHNOLOGIES
TECHNOLOGIES
ACTION
CARDS
CARDS
0 3 1 0 1 0
Richimed (Richard) Grunk (Jason) Sitko (Brad) FunkyBunch (Mark) Chovesh (Aaron) Loren17 (Thomas)
Yssaril Sol Jol-Nar L1z1x Hacan Letnev
VP
0 0 0 0 0 0 OBJECTIVES
STAGE 1
STAGE 2
Yssaril 1 2 2 5 1 1 2 2 0 0 2 3 3 0 ###
Sol 1 2 5 1 1 2 0 0 2 3 3 0 ###
Jol-Nar 1 2 1 2 1 2 2 4 0 0 2 3 3 0 ###
L1z1x 1 1 3 5 1 1 1 4 0 0 3 3 3 0 18
Hacan 1 2 2 4 1 3 2 0 0 2 3 3 0 15
Letnev 1 1 1 3 1 2 2 0 0 2 3 3 0 ###
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
De Cr Dr Ws Ca Fi GF SD PDS # # TG AC CC
Round 1 Planet Tech
VP
x8 x8 x5 x2 x4 ∞ ∞ x3 x6 x 40 <7 SA FS CP
Yssaril 1 2 2 5 1 1 2 ###
Sol 1 2 7 1 2 ###
Jol-Nar 1 2 1 2 1 4 5 ###
L1z1x 1 1 3 5 1 1 5 18
Hacan 1 2 2 4 1 2 15
Letnev 1 1 1 3 1 2 ###
Space Battle
Invasion
Hylar V Assault Laser
Cruisers &
Destroyers +1 on
Combat Gravitation Laser Sys
Stasis Capsules
Re-Roll PDS Cruisers &
Miss Dreadnoughts
Deep Space Cannon Carry 1 GF
Assault Cannon
+ + Neural Motivator
Draw Extra
Dreadnoughts Get Action Card
A Free Shot During Status
Before Combat Light Wave Deflector
Type IV Drive
Move through Cruisers and
Enemy Space
X-89 Bacterial Weapon Dreadnoughts +1
Movement
Dreadnought/War
Sun May Destroy
All Ground Force
Transit Diodes
Advanced Fighters
Move Up to Four Fighters
Ground Forces
Gravitation Negator Independent, +1
Hit, Move 2
Dreadnoughts
Bombard PDS,
Fighters Invade
Dacxive Animators
Roll for Each GF
Fleet Logistics Lost, 6+
Reinforces
Take Two
Tactical Actions
Enviro Compensator
Space Docks
Produce +1
sis Capsules
Cruisers &
readnoughts
Carry 1 GF Sarween Tools
+1 Resource to
Build
Micro Technology
+1 Trade Good
+ for Active
Agreements
Integrated Economy
Place Units in
Adjacent System
ral Motivator
Draw Extra
Action Card
uring Status
Unit Cost Mov Hit Max Special
Fighter ½ - 9+ ∞
GF ½ - 8+ ∞
Destroyer 1 2 9+ x8 Anti-fighter beam (2D10)
Cruiser 2 2 7+ x8
2. - Name opponent. Neither you nor that opponent may activate a system containing - Refresh up to two exhausted non-Home System Planet Cards.
DIPLOMACY units of the other player. Cost = 1 CC.
A) Receive 3 Trade Goods, plus Trade Goods for active trade agreements. Open
5. - Receive Trade Goods for active trade agreements.
trade negotiations. You must approve all new trade agreements.
TRADE Cost = 1 CC.
B) Cancel all trade agreements.
- Choose any 1 or 2 of your Destroyers or Cruisers on board, each unit may move to
6. an adjacent empty non-Home system (place 1 CC from reinforcements in each
- Retrieve 1 CC from the board and place it back in your Command Pool.
WARFARE destination system).
Cost = 1 CC.
- Build units in one of your system containing one or more friendly Space Docks,
- Draw and reveal the top card from the Objective Deck.
8. even if you have already activated this system (building units here doesn't activate
- If it's the player first-time pick, he will receive 2 Victory Points, otherwise 1 VP with
IMPERIAL the system).
the additional ability to claim 2 Private Objectives in the Status Phase.
Cost = 1 CC.
GENERAL GUIDELINES
- Basic rules of Twilight Imperium 3rd Edition and Twilight Imperium 3rd Edition FAQ (version 1.2) are used, unless stated other
below).
- The Game Master (GM) maintains the official count of all game variables, including, but not limited to, the game board, units, S
Bonus Counters), Command Counters, Planet Cards, Trade Cards, Trade Goods, Technology Advances, Action Cards, Politica
Public Objectives and Secret Objectives. The GM also keeps track of all deadlines.
- All players are encouraged to regularly check all publicly accessible information pertaining to the game. In case of discrepancies
the GM and ask to correct the mistake. Any problems arising from a player's failure to notice such discrepancies will not be cons
back up a game in case of irreversible negative consequences for the player(s) involved.
- The GM has final say on all issues.