TI3 RftI Rules .pdf
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Nom original: TI3_RftI_Rules.pdf
Titre: Microsoft PowerPoint - TI3_RftI_Rules
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RACE FOR THE IMPERIUM VARIANT
Issue 1.1
11
Game Round Changes
Other Changes
This variant of the game change game round and « As an action »
the strategy cards. Now the strategy cards choice Each power mentioned « As an action » is now
played in place of a Tactical Action.
Action
of all players determines which phase
of the round will be played.
Racial Abilities
The Game Round is now structured as follow:
The Emirates of Hacan
1) Strategy Phase
When you play Trade Strategy Card, all trades
Players Select Strategy Card in his own deck must be approved by you.
2) Action Phase
Pl
Players
Resolve
R l the
th St
Strategy
t
A ti
Actions
You do not need to spend a Command Counter to
3) Status Phase
execute the Action Abilty of the Trade Strategy.
a) Repair all Damaged Ships
When you receive Trade Goods from one of your
b) Return Strategy Cards To Player Deck
Trade Agreements, you receive one additional
c) Change the First Player Token (to the left) Trade Good.
Each player has his own set of strategy cards, and
during Strategy Phase choose one of them for the
turn. So many players could have chosen the same
strategy card.
Then all players reveal their choice and
everybody then know which phases of the round
will be played this round.
player
y may
y ever,, except
p for war,, break a Trade
No p
Contract with you.
During Status Phase, you may trade Action Cards
with other players.
Universities of Jol-Nar
Each Strategy Card set up an action for all players, You receive -1 on your combat rolls during all
Space Battles and Invasion Combat.
and a bonus reserved for the players who have
played this Strategy Card.
When executing the Action Ability of the
If one Strategy Card is not played then the action Technology Strategy, you may execute both its
Bonus Ability and the Action Ability.
present on it will not be played during this round.
All the phase Tactical and Transfer Actions are
now include in the Warfare Strategy Card.
You may spend a Command Counter from your
Strategy Allocation, to immediately re-roll any of
your die rolls.
Page 1
Naalu Collective
The Yssaril Tribes
You are always first in order to before the First
Player and the other players.
When Warfare Strategy Card is played, you are
allowed to play your tactical and transfer actions
after other players (including their Bonus Actions) .
If attacked, a Naalu fleet may retreat before the
beginning of the Space Battle step of the Tactical You draw on additional Action Card when a
Action sequence (following the normal retreat
Political Strategy Card is played . You are never
rules and restrictions).
limited to a hand-size of Actions Cards, regardless
of the game rules and any active political cards.
All Naalu Fighters receive +1 on combat rolls
during Space Battles.
Once during every Strategy Phase, you may look
at one other player’s hand of Action Cards.
Federation of Sol
Other races
As an action, you may spend one Command
No change.
Counter from your Strategy Allocation Box to
place two free Ground Forces on any one Planet
that you control.
When Logistic Strategy Card is played, you receive
one extra-Command Counter.
The Winnu
You may always add the Influence value of your
Home System planet to your votes, even if it is
exhausted.
Your planets that contain at least 1 Ground Force
are immune to the Local Unrest Action Card.
You do not need to spend a Command Counter to
execute the Action Ability of the Technology
Strategy.
The Xxcha Kingdom
When executing the Action Ability of the
Diplomacy Strategy, you may execute the primary
ability instead.
Immediately after a Political Card has been drawn
y mayy spend
p
one Command
and read aloud,, you
Counter from your Strategy Allocation to cancel the
card, and force another Political card to be drawn.
Your opponents receive -1 on all combat rolls
against you during the first combat round of all
Space Battles and Invasion Combat.
Page 2
1
DIPLOMACY
7
ACTION
Each player refreshes his exhausted
Planet Cards by turning them face up.
BONUS
Only one player can activate this
bonus. He is the first player to play it
(in order of play).
Name an opponent. For the remainder
of this phase, neither you nor that
opponent may activate a system
containing units of the other player
(including Ground Forces and PDS).
3
LOGISTICS
ACTION
Each player received 2 command
counters and may now redistribute the
Command Counters between the
Strategy Allocation, Command Pool,
and Fleet Supply areas on his Race
Sheet. Each player receives 1 more
Command Counter for every 3
influence he spends.
y
now removes all his
Each pplayer
Command Counters from the game
board,
placing
them
in
his
reinforcements pile.
BONUS
Receive 4 Command Counters from
your reinforcements.
IMPERIAL
ACTION
Eachh player
E
l
may place
l
a commandd
counter from his command pool to
activate one of his system containing a
Space Dock and produce on it.
After that, resolve the Qualification
for Public/Secret Objectives.
BONUS
Choose either a), b) or c):
a) Produce on other system without
activating it.
2) If you control Mecatol Rex,
immediately gain 1 Victory Point
3) You may qualify any number of
j
Cards.
Public Objective
2
POLITICAL
ACTION
Each player receives on Action Card
and may spend one Command Counter
from his Strategy Allocation area to
draw one more.
Then the first player draws the top
card of the Political Deck and resolves
its agenda.
BONUS
Draw three Action Cards and receive
on Command Counter.
6
TECHNOLOGY
ACTION
Each player may spend one Command
Counter from his Strategy Allocation
area and spend 8 resources to receive
one Technology advance (for which
he has the necessary prerequisites).
BONUS
Receive one Technology advance (for
which you have the necessary
prerequisites).
5
WARFARE
ACTION
Each player, in order of play, may
spendd one Command
C
d Counter
C t from
f
hi
his
Command Pool area to activate a
system, and play a tactical or a
transfer action.
BONUS
After all players have played their
players
y
having
g p
played
y
action,, all the p
this card retrieve one of their
Command Counters from the board
and place it back in their Command
Pool. Then, in order of play, they (and
only them) may spend on Command
Counter and play a second tactical or
transfer action.
4
TRADE
ACTION
Each player may spend one Command
Counter from his Strategy Allocation
area to receive Trade Goods for his
active trade agreements.
Then, trade negotiations are open
among all players.
BONUS
Choose either a) or b):
a) Immediately receive 3 Trade
Goods.
b) If the first player has played this
card, he may cancel all trade
agreements.
Return
all
Trade
Contracts to their owners.






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played
players
cards
receive
phase
counter
action
player
command
round
trade
spend
strategy
other
bonus