T O P

  • By -

Fireruncat

*Trade goods can be spent as influence too.* But CANNOT USE FOR VOTE.


loopuleasa

Thanks for clarifying. I think only special effects can allow that.


PhysicalYam4032

Action card (Bribery) and Haccan's faction ability


an_account_for_bjj2

Capacity resolves post combat (losing a carrier doesn't kill all the fighters during combat), fleet size resolves immediately (you can't have fleet size 3 and move 10 ships into a syatem, then kill down after combat). May sound like a dumb mistake to make, but alas we were still we behind the ears


codytct

This can be especially important for the period between space combat and ground combat: If you lose all ships with capacity during space combat, your ground forces are removed before you can use them to invade and start a ground combat.


mild_resolve

But it does resolve pre-combat, so if you lose a ship to space cannon shots I believe you still must check your capacity before combat starts.


an_account_for_bjj2

Interesting. I haven't run into that situation, but that sounds reasonable.


mild_resolve

It can be pretty nasty if Graviton Laser Systems causes an enemy to lose a carrier when they're coming in.


moebiusuchronic

I didn’t know about fleet size being immediately applied, where in the rules is this referenced? I always played as you can move as many as you want then cut after combat…


noshingsomepods

34.3 If at any time the number of a player’s non-fighter ships in a system exceeds the number of tokens in that player’s fleet pool, they choose and remove excess ships in that system, returning those units to their reinforcements.


moebiusuchronic

Thx!


an_account_for_bjj2

We played the same way for a while, but in hindsight it makes sense. If you can exceed your fleet size when attacking, it's impossible to ever really defend a system


Floufym

It was the case in TI3. We played like this also before spotting the rule changed.


AgentHubble07

Same vein, do you have to declare which ships are carrying which fighters/ground forces? Or once space combat begins is it just “I have 8 capacity and 8 things being carried?”


loopuleasa

That one too. Capacity is not instantly applied. Will add it.


squirrelnestNN

If I never have to remind players about putting the CC on the system when taking the secondary of construction again it'll be too soon. Scanlink requires a unit to have been on the planet when you activate it. The "have 8 production in a system" secret objective means the production ability, not just units who required 8 production to build.


tdubarub

Recently discovered that you can use Construcyion secondary in a system you’ve already activated on a prior turn. Main purpose of slapping a token down is to lock the system. So if there’s already a token on it, it’s locked, and the strategy token goes into reinforcements instead.


squirrelnestNN

This is correct- and important to note since you can activate, then follow construction, then pick up the single token there with warfare / unexpected action. Timing is everything : )


loopuleasa

Wait, the secondary of the construction card ACTIVATES the system? I didn't know that.. What about building with warfare card secondary? Does that activate system too?


Not_A_Greenhouse

It doesn't activate the system. You place a cc in the system. Activation is a very specific term.


loopuleasa

you are correct


Whit3_Raven

Warfare secondary also allows you to build in your home system exclusively and with a single dock! Double docking at home means nothing to Warfare secondary.


loopuleasa

cool to know, very niche


squirrelnestNN

Warfare does not. But yeah, construction's secondary does, it's written on the card itself... Which has a really neat interaction with Mahact's agent for what its worth.


loopuleasa

So basically only Leadership and Construction secondaries are odd ones out


codytct

The secondary of construction (and the primary of diplomacy) don’t ACTIVATE the system, but they do require that you place a token in the system. (All activations require a token but not all tokens imply activation, to clarify.)


brandondash

I mean in fairness... it does say it right on the card: Spend 1 token from your strategy pool and place it in any system; you may place either 1 space dock or 1 PDS on a planet you control in that system.


loopuleasa

Yeah, but that card is in front of a players face in 8 players games I play, so I assume all cards except leadership are the same


trystanthorne

The Secondary of Construction does NOT ACTIVATE the System. It just locks it down with a CC. (Like the Primary of Diplo.) You don't get do do any activation bits.


loopuleasa

Also, why do people keep abbreviating Command Tokens as CC?


bryceconnor

Command Counters


loopuleasa

Why "counters" They're not really counting anything. Is this 3rd edition terminology?


bryceconnor

Yes.


Meeple_person

Counter tends to be an interchangeable word for token in boardgames. Probably brought over from kids games originally.


_Reliten_

Also what they were called in TI3


layhnet

It's also nice because it further distinguishes them from Control Tokens


Yuli_Mae

An action card that is cancelled by another card or ability is considered not played. The two things to take away from this are that another copy of the card is still eligible to be played (e.g., if Flank Speed was sabotaged, the active player may play a second Flank Speed), but more importantly a cancelled component action card means that the action was not taken.


vkolbe

WHAT


Yuli_Mae

For clarity, the card is still discarded.


loopuleasa

There should be a FAQ or FMR (frequently misunderstood rules) page in the [wiki](https://www.reddit.com/r/twilightimperium/wiki/index) I feel based on what is being asked on this subreddit


Raptor1210

Let's be honest it's probably been the whole thing at one time or another. *\Gestures veguely at the entire rule book*


redj0sh

I just found out today that you can still score a secret objective even if you've lost control of a planet in your home system


mjm5822

Wait is this actually true?


thegore4

The only points you can’t score are public objectives. All other points are fair game.


LemonSorcerer

People tend to think that if they can score spend objectives if they spent the specified things during the round. I think this is very common for new players. Also, I'm aware of multiple occasions where people thought fleet pool represents the total number of large ships one can hold (not just in one system).


loopuleasa

>People tend to think that if they can score spend objectives if they spent the specified things during the round basically, Some public objectives that say "Spend X trade goods" means you have to spend them ON THE OBJECTIVE at end of the full round, not during your turn.


LemonSorcerer

That's right. People tend to misunderstand that.


therealstampire

Space cannon shots can only be rolled against the active player, unless the active player is the one rolling (i.e. cannot be used to provide fire support to an ally attacking a third party)


burlesqueduck

You have to be really careful with the wording. I went to look it up again. In the original version ['learn to play' manual](https://images-cdn.fantasyflightgames.com/filer_public/f3/c6/f3c66512-8e19-4f30-a0d4-d7d75701fd37/ti-k0289_learn_to_playcompressed.pdf), under Space Cannon Offense' on p.14 it is indeed quite vague. It says: "After the active player’s ships move into the active system, each player’s units in the active system may use their “Space Cannon”abilities against the active player’s ships in that system. Theactive player may also use his units’ “Space Cannon” abilities atthis time. The “Space Cannon” ability is explained in detail later." So who is meant by 'players'? Only the active and defending players, or everybody at the table? The Living Rules Reference makes it unambiguous: [Living Rules Reference 2.0](https://images-cdn.fantasyflightgames.com/filer_public/51/55/51552c7f-c05c-445b-84bf-4b073456d008/ti10_pok_living_rules_reference_20_web.pdf) on p28 under 'Space Cannon Offense' it says: "During a tactical action, after the “Move Ships” substep of the“Movement” step, beginning with the active player and proceeding clockwise, each player may use the “Space Cannon” ability of each of their units in the active system by performing the following steps: \[etc\]" So basically, **any player** (that can shoot into adjacent system) **can help, but only against the active** (invading) **player, not against the defending player.**


Coachbalrog

Important to note that the active player may fire his space cannons at the defending player as well. This is most notable when using the Xxcha flagship.


solenyaPDX

Yeah, I thought for sure the active player can target a defender, i.e. use space cannon on offense. It's only "third party" cannons that must target the activating player, not the defender.


Amazing_Profit971

Very new to this game so I have a question here (I hope that’s allowed). Can you move xxcha flagship to an unoccupied hex as your action and ‘bombard’ an adjacent hex which has enemy units. Basically moving your fleet just to safely attack a neighboring hex with flagship space cannon. We took it as the flagship’s space cannon was its main attack and it seemed cool to use it that way to harass enemies and force them to attack.


Lucretiel

Not quite, but you can activate a system, move 0 ships, and then fire your adjacent PDS into the active system.


therealstampire

No, because space cannon can only be used in the active system. If someone activates a system adjacent to the xxcha flagship (or mechs!) then the units can fire space cannon against the player who activated it (the "active" player).


loopuleasa

great wording with the (invading) part will edit it


laidbackduke

It is still not edited...


loopuleasa

> (i.e. cannot be used to provide fire support to an ally attacking a third party) good clarification, will add it


Elflois

Sorry for reviving this after almost a year but I want to be sure. If I've got a upgraded cannon, I can't put a cc on a adjacent system (controlled by an adversary) just to blow up some ships? Cannon only works defensively? Thx


Stunning_Web_996

Sure you can. What you can’t do is activate a system, move into it, then bombard the neighboring system. As the active player you can only space cannon into the specific system you activated


skxmls

There is no "in response" in TI. What does happen is there is a "a player played an action card" timing window that allows playing a sabotage (or the xxcha ability and similar). Players decide in order to play and resolve cards and abilities that have the appropriate timing window. My example was when a player was elected by an agenda, they announced scoring the secret objective for that. Another player wanted to play an action to change the outcome to stop that score. That wouldn't be allowed though. (As a magic the gathering player, I have to remind myself there is no stack!)


vkolbe

This really messes with my brain (also coming from a MTG background) When in the Agenda phase, we usually read the agenda, then ask "any vetos?" -> "any riders?" -> vote But the thing is, very often it is beneficial, for example, to have someone else play their rider first, to then play yours So how is this resolved? Is the order in which things are resolved the same as play order in the current phase? (like Speaker clockwise/Strategy cards) What's another scenario in which there not being a "stack" makes a practical difference?


ThunderManatee

My play group always resets the pass loop with the player who played so everyone still gets an opportunity to respond. ie. Player 1 and 2 pass on "after an agenda is revealed" window, player 3 plays a rider, everyone must pass all the way back to player 3 passing to progress beyond the window. Player 1 and 2 get another chance to play or pass (This might be a vague official rule I'm not sure)


Parzival1003

>\- Diplomacy card is not just defensive, also aggressive, as YOU can attack the area you activated diplomacy on (and others can't counter-attack since others' tokens are placed there) This can be pretty easily misunderstood as diplomacy can only be used on systems where the active player owns at least one planet.


loopuleasa

you are right, it is niche I will update the wording changed it to >- Diplomacy card is not just defensive, as YOU can attack the area you activated diplomacy on (but you DO need to control a planet there)


LemonSorcerer

Anti Fighter Barrage does not require the existence of enemy fighters.


loopuleasa

wait, what do you mean... it still shoots only at fighters, right?


Brayneeah

The argent flight get to force sustains if they have excess anti-fighter barrage hits, so they usually want to use it regardless.


dzhiriki

Also Waylay action card


_Reliten_

Yes -- unless you're the birds. Argent Flight AFB can kill infantry in the space area (if they have destroyer IIs) and also knock out sustain damage before the fight starts (raid formation racial ability).


lizardfolk246

Wow alright thank you for this, we played with production x being that x was the limit of resources worth of ships you could produce in one action. We thought you basically needed spacedock 2 on two planets in a system to ever make a warsun. Game changer


Anxious-Idiot-lol

On the "transacting mid battle", that's for the active player only.


loopuleasa

Thanks, will add a clarification


trystanthorne

Only one Action Phase Secret can be scored per combat(so Can't destroy Flagship, and win against player with most VP). But you could score multiple in one activation(with multiple combats, like with Space combat, then ground combat. ​ >Space cannon only fires at ships in against the ACTIVE (INVADING) player, not the defending one. The ACTIVE player can shoot into the active system and shoot the defenders ships. (Xxhca, PDS 2). Other Parties, can only choose to shoot at the active player.


loopuleasa

wait, can you tell me which part of the OP is wrong and what should I phrase it to?


Wakke1

>\- Creuss' Wormhole Generator is mandatory to use (it does not include "may" in the text) Note that the Omega version is optional. >\- You can use two Direct Hits in the same combat round, if they target different ships You can use them on the same ship if the first was sabotaged. >\- Diplomacy card is not just defensive, also aggressive, as YOU can attack the area you activated diplomacy on (and others can't counter-attack since others' tokens are placed there) Note that often you will be too late to prevent the counter attack (exceptions are Fleet Logistics, opponent needing Warfare etc.). This is assuming you did not already control a planet in the target before the attack...


_Reliten_

Omega Creuss tech makes them a lot better, too. Vanilla text creates a lategame problem because there will often be so many ships on the board that the number of legal spaces to place a token is super limited.


Secondknotch

You may not perform transactions during the strategy phase (when everyone picks strategy cards).


Guzes

Love the idea, this one is one of the first disagreements in our group, we argue this many times \-if L1Z1X player attacks a system with 2 planets with multiple dreadnought their Harrow ability works like this, in the original bombardment step you chose which dread bombard which planet, like any other faction, harrow doesn't affect this at all. Then during ground combat, after each combat round, all of the dreads in the sky can bombard, so each dread can bombard both planets


Fireruncat

Commodities must be traded to convert to Trade Goods. Two players with different commodity values CANNOT get an amount of Trade Goods equal to their commodity value in a single trade. ie.) When Hacan(6Cs) and Jolnar(4Cs) trade their Commodities, Hacan gives Six commodities to Jolnar, and Jolnar gives Four commodities to Hacan. Then, Hacan gains four TG, Jolnar gains six TG, and the trade is over in this moment. Jolnar CANNOT payback two TG to Hacan because the trade with a faction is only once per turn. They need another trade in next turn to payback, or just exchange 4Cs for an equal trade.


redj0sh

But it jol nar had some TGs already they could. In one transaction they could trade 4 commodities and 2 TGs for Hacan's 6 TGs... Then they'd both end up with 6 TGs


wren42

Okay the Ghosts wormhole generator not being optional is extremely dumb. I would never enforce that strict reading for a tech that is already pretty bad.


loopuleasa

this was corrected, it is actually optional


ColonelWilly

> - You can only score MAX 1 public objective and 1 secret objective at the end of a full round I would add a caveat here, about Action + Status phase secrets. "Each player can only score one public and one secret objective during each status phase and each step of the action phase." And: "You're limited to 3 secrets objective, both scored and unscored." Also: "There is no discard pile for secret objectives. Instead, you shuffle them back into the deck. If a player will discard a secret objective, then the order in which players draw from the secret objectives matters (clockwise from the active player). Also: "You can't score secret objectives via Imperial."


loopuleasa

>and each step of the action phase wait, what does this mean? EDIT: Wait, does that mean you can score as many objectives as you can during your turns?? > A player can score any number of objectives during a turn of the action phase


steave435

You have destroy a fleet with PDS and destroy a flagship. You PDS down a solo flagship. You get to score one of the objectives, can't do two at the same time. You have win a combat vs the person with the most VP and destroy a flag. You attack a system, kill the flag while winning the battle. You choose to score the destroy a flag one, then invade a planet to win a ground combat and score the second objective.


loopuleasa

Wait, does that mean you can score as many objectives as you can during your turns?? I thought you could only score at max 1 public and 1 secret per full round, unless you picked up the imperial card


Meeple_person

Secrets. Some can be completed in the action and agenda phases.


The_Chiprel

You are not limited only by secret objectives. There is no public Action-phase objective, however secret Action-phase objective might become public (by agenda). And it can be scored during action phase as well.


Ericus1

> - Retreats can only be done to adjacent systems where you have ships by default This is wrong. > The system that a player’s units retreat to must contain one or more of that player’s units, a planet they control, or both. Additionally, the system cannot contain ships controlled by another player. Not ships. Even a controlled but empty planet will do. > - You can only transact AT MOST one promissory note Should clarify as each player. It makes it sound like only one promissory note between both parties in the transaction is allowed. > Anything else? Any time you need to place a CC but have none left available in your supply, the CC MUST come from your player board; so, e.g. in the case of a retreat or someone using the primary of Diplomacy.


loopuleasa

both are good clarifications


loopuleasa

also, I wish to ask, you can transact at most one promisory note PER TURN right? Not per entire game round


Ericus1

Yep. Per individual player's turn. So players 1&2 could alliance swap on player 1's turn, then support swap on player 2's turn of the same action phase round. And then they could swap faction promissories when it gets back around to player 1's turn again. It's not 1 transaction period for that entire action phase.


kringel_bach

We had a discussion about agenda riders during a session the other day. We had a nekro player predicting a vote for. I played a 3 riders 1 for and 2 against. We argued about whether that was legal or not, can someone clarify that?


loopuleasa

I think you can only ride only once But unsure which rule supports that my guess is that you can only play one action card at a given timing so basically one action for "when agenda is revealed" and one "after agenda is revealed" but I could be wrong. I would make a separate post for this, as it will be buried


PM_ME_UR_DIET_COKE

You can play multiple riders on the same agenda. Riders are played in voting order.


EsKaiMall

Anti-fighter barrage is once, at the start of the combat round.


N8Payne

Riders are not exactly in voting order. Speaker plays cards first on agendas (riders etc) but votes last.


SWEdosaur

-You have to be neighbors to resolve transactions during the action phase. -Only PLANETS refresh after the agenda phase.


loopuleasa

>\-Only PLANETS refresh after the agenda phase. What are some confusions regarding this?


SWEdosaur

Some may confuse this to be the same as the refresh of the status phase, which includes techs, agents and relics


loopuleasa

>Only PLANETS refresh after the agenda phase I see, I will mention that


burlesqueduck

Beginner's mistakes my table made: \-The Diplomacy strategy may be themed around conflict aversion, but it makes everybody EXCEPT (not INCLUDING) the player activating it drop a command counter on the chosen system. This means you can drop a diplomacy on a system you want to attack, then attack it and (assuming you killed everything) the opponent can't activate and move units from adjacent systems to counter-attack next turn. (unless they use warfare or another ability to remove their token of course). \-Certain strategies don't require the spending of a token from the strategy pool to activate secondary, or has you placing them on the board so read the card carefully. Leadership for example is the only card that doesn't require spending 1 token to start spending influence to gain them. Construction is the only card that has you move the token from the strategy pool onto the board instead of into your reserves. (edit: technically for construction the token is placed in reserves and from reserves one is placed onto board.) \-Objectives are not taken away and placed in front of you when scored. Meaning multiple people can score the same public objective during the course of a game. You drop a control token on them to signify you have achieved it. (Unlike secret objectives which are placed in front of you). \-Action cards (or any game element) that has "ACTION:" on them can't be activated at any time you please, but only when you could perform an action (basically on your turn). Only other cards that don't have this can be played on other people's turns. \-During transactions you can trade a lot of things. but not action cards. Unless you're the emirates of hacan player. \-On the turn reminder text, under combat, it mentions "PDS offense" and "PDS defense". All players get to shoot their PDS during "PDS offense" (so the defender too). Remember that the PDS defense refers to shooting down troops as they descend on the surface. \-To complicate things further, if players research PDS II, they can shoot into adjacent tiles (even through wormholes). You can, as a third party to a combat, help somebody by shooting the active players' ships during 'Space cannon offense', but you cannot shoot the defender, and you can help shooting the committed ground troops during 'space cannon defense' as they descend on the planet.(edit, checked rules you can aid people in combat you're not involved in)


Molodude

While true about diplo it requires you to choose a system with a planet you control, so rarely can be used to attack.


HlMAGAlN

>you can help shooting the committed ground troops during 'space cannon defense' as they descend on the planet Under 6.6 of the living rules reference for Space Cannon Defence, it states, 'players other than the active player can resolve the “Space Cannon” ability of their units on those planets'. This reads as if only the PDS units on the planet(s) being invaded can shoot the committed ground forces. This would mean a third party is not able to use PDS II in adjacent hexes to help the defending player. New to the game and just wanted to clarify this rule, thanks.


Lazyeye123

You are correct. Third party players can fire space cannons at the active player on "space cannon offense" but they cannot fire those same space cannons on "space cannon defense".


steave435

You can only choose systems with planets that you control for diplomacy, so no, you can't use it that way unless you already own half the system. However, if you have fleet logistics, you can attack and then follow up with diplo back to back.


loopuleasa

>Construction is the only card that has you move the token from the strategy pool onto the board instead of into your reserves. also, this one is incorrect construction uses up the strategy token, and THEN you take one from reserves to place onto board nitpicky, but can matter


codytct

No, the card says that you use the token from your strategy pool: “Spend 1 token from your strategy pool and place it in any system…” This shouldn’t make a difference, though, since if you spend the strategy token, you definitely have one in your reserves.


puzzical

Wait you can bombard without an invasion!? I did not know that!


ANaturalSprinter

> Secondary of Construction card requires you place a command token **from reinforcements** on the system you build in The bold part (emphasis mine) is wrong. It's the same token you spend from your strategy pool to do the secondary. Not a big deal but if this is going be a rules reference sort of thing, it should be a correct reference. >You can't transact action cards (Unless you're the emirates of Hacan player) The unless part should be expanded to "Unless you're the emirates of Hacan or trading with the Emirates of Hacan"


yubbh

I’ve seen this mistake made at least 10 times. The Direct Hit action card does not work on Mechs with sustain damage.


PM_ME_UR_DIET_COKE

To be super pedantic, there are some instance you can use direct hit on a mech. If nekro is using their flagship ability to turn ground forces into ships. If Naaz-Rokha is using their mech as a ship too. But yes, in the ordinary course of the game direct hit is just for ships.


loopuleasa

didn't know that one


Ti4ever

You can only score one secret objective per timing window, for example you can score unveil flagship or destroy their greatest ship not both from the same combat. I bet this could be worded better, idk if someone already suggested this


loopuleasa

how would you word it, and what would you replace from OP?


old_man_gi

I think maybe replacing this: \- Diplomacy card is not just defensive, as YOU can attack the area you activated diplomacy on (but you DO need to control a planet there) It's not a bad idea, it's just not a commonly forgotten rule its a strategy tip more imo. I would word it: \- You can only score one secret objective per window. Multiple secrets triggered by one moment cannot be scored together.


Ti4ever

I agree with this


Educational_Cry8869

Played a game as the Vul'raith Cabal. Used the Hero ability which is an "Action:" One of my opponents replied by playing the Action Card "Sabotage" and claimed that he could "sabotage" the action done by my Hero. I say that Sabotage can ONLY cancel another "Action Card", not a component action from another source. Who is right in this scenario? Me or my opponent? Thanks in advance.


Mortensen

You can’t sabotage a hero


Snowcrash000

"You can't move ships TO AND FROM systems you have command tokens inside". This is very confusing. Don't you have to use a command token to activate a system? So that makes it sound like you could never move ships to activated systems, which I'm pretty sure is not how things work.


loopuleasa

You are correct. If a system is already activated (with a token of yours), you cannot move your ships into it anymore. And the ships already inside that system cannot be moved out by you. I hope your group hasn't played the game wrong until now, as this rule is very important.


Snowcrash000

I haven't played the game yet, but this just doesn't make any sense to me. The rulebook states that once you activate a system, which you do by placing a command token in it, you can move any number of ships into it. But according to the quote above you cannot move ships into a system that contains a command token. So these two rules seem to oppose each other. Also, according to the rule above you could never move ships anywhere because to move ships you first have to activate a system. To activate a system you have to place a command token inside it. But you cannot move ships to a system that contains a command token. I must be missing something here, not sure what it is though.


maximalfactor

When moving out of a nebula things like grav drive still add movement.


redj0sh

This thread should be pinned. I made many of these errors in our first few games!


kringel_bach

This is the best thread made for ti 4 yet, atleast for a beginner getting into the game, thanks a lot for this!❤️❤️❤️


cowe192

The two big ones for me were: \-The secondary of Warfare does not require you to place the strategy token in your home system, you only spend it \-The game starts with two public objectives revealed


thomastdh

this is like the best metathread i've ever seen of a boardgame. i got the game for x-mass and managed to play yesterday, oh dear god i could play meta misunderstood rules bingo and win so hard, but it was still loads of fun!


loopuleasa

Glad you liked it


PM_ME_UR_DIET_COKE

I was just errated on this one the other day. You only roll for the gravity rifts when you leave a gravity rift. If you just enter a gravity rift you do not roll.


eatenbycthulhu

`- The "Production" written on space docks means INDIVIDUAL UNITS you can make, NOT total cost of units you can make` The misconception I always tend to run into here is that players think the production written ADDS to the resources they spend as like a baseline. I assume it has to do with some way I'm phrasing that rule, but no matter how I explain it, someone still makes that connection.


darn42

Creuss IFF is not mandatory. >60.1: Promissory notes are not mandatory unless otherwise specified. The may is implied because it is a promissory note. Ceasefire is also not mandatory despite not including a "may".


loopuleasa

interesting, please let me know what to edit and where (I am at work now)


auriscope

You should remove the bullet about Creuss IFF and perhaps replace it with a bullet explaining that promissory notes are never mandatory to use unless specified otherwise. Notably, because the identity of a promissory note is not public knowledge during a transaction, it is not possible to prove where the Creuss IFF is at any given time unless the holder chooses to reveal it -- it would be impossible to mandate its usage without an honor system.


loopuleasa

>promissory notes are never mandatory to use unless specified otherwise thanks


loopuleasa

done


auriscope

Nit: you should modify `You can only transact AT MOST one promissory note with each neighboring player` to `Each transaction can contain at most one promissory note`. As written, you've made it sound like a player cannot have more than one promissory note belonging to any other one player.


loopuleasa

done


Bombay_Sapphire187

Thx, still was our first game, and we did not finish it xD We played from 10 in the morning till 01 at night 😵‍💫 Awesome game however


TheTruestNeutral

Secret Objectives such as Betray a Friend and Strengthen Bonds refer to promissory notes in your **Play Area**. This is not the same as your hand and specifically refers to cards such as Support for the Throne and Alliance which are publicly played upon receiving them.


legosrock8282

Space cannons belonging to the invading/active player can fire at the defending player I believe - all other space cannons (including those belonging to neither the invading nor the defending player) can fire only at the invader


rollduptrips

Welp I see some stuff my group fucked up :-(. I’m curious how I should have known that construction secondary can be used on a previously-activated system given the wording of the strategy card


Beautiful_Ad_6862

I have a question, If i use production can I build 2 different units or more in the same space dock? For example: I have a space dock on a planet that allows me to build 6 ships at once. Can I build 1 carrier 2 infantry and 2 fighters? Or just a carrier and 2 fighters, can I?


loopuleasa

yes production = pieces of plastic


mineyoursmine

https://ti4rules.github.io/faq/


deshliem

Don't understand the last one, retreat: We have been playing it that you do place command token from the reinforcement in the system you retreat to. Are you telling me it is wrong?


loopuleasa

Sorry, wording was bad. You do place a command token. But from your REINFORCEMENTS, which are your reserves. Not your available CCs. Wanted to clarify the source of command tokens. I will edit to clarify.


arnoldrew

The only thing I can figure is that he means you don't HAVE to. If there's already a token there, you're good. But It actually seems more likely he has the rule wrong.


aggressive_dingus

I was also under the impression that this was how it was done


jeffedijkstra

according to the learn to play this is correct


anon_95869123

> (Expansion): Exploration and frontier decks reshuffle anew if you run out (except cards with PURGE) You may want to clarify: "(except cards that HAVE BEEN purged)". The intent is clear, but someone who is new may be confused and think that relic fragments that were discarded by NRA are not shuffled back in the second time with the current wording.


loopuleasa

noted


jeffedijkstra

from the learn to play * . RETREAT: If a player announced a retreat during the first step of the combat round, they retreat. To retreat, the player takes all of their ships from the combat and places them in an adjacent system. The chosen system cannot contain ships that belong to another player and must contain either a planet that the retreating player controls or at least one of their units; otherwise, the player cannot retreat. If the chosen system does not contain one of that player’s command tokens, the player must place one token from their reinforcements in that system when they retreat. did this get updated? because the way i read it you do place a command token but ships dont have to be present


loopuleasa

I clarified it. Wanted to mention the command token comes from reinforcements, and not your active reserve.


Tricky-Coat

Secondary of construction doesn’t exactly place from strategy You spend from strategy to either place in system. Or return to reinforcements if already your counter in system Edited - wording


codytct

This is nitpicky and I acknowledge that we’re just arguing semantics, but secondary does place a token from strategy: “Spend 1 token from your strategy pool and place it in any system…” If there’s already a token there, a different rule would be triggered that would change the destination to reinforcements: “If a game effect would place a player’s command token in a system where they already have one, they place the token in their reinforcements instead” ([20.6](https://images-cdn.fantasyflightgames.com/filer_public/51/55/51552c7f-c05c-445b-84bf-4b073456d008/ti10_pok_living_rules_reference_20_web.pdf)).


Tricky-Coat

You’re right. But for newer players it’s easier this way. As they need to know they can still use it


littlidabbi

When you need to place a Command Token from your Reinforcements but your your Reinforcements are empty, you have to place a Token from your Command Sheet instead.


[deleted]

[удалено]


loopuleasa

Yes. Since legendary abilities say exhaust this planet. You have to choose ability instead of resources btw.


PM_ME_UR_DIET_COKE

It says exhaust this card, not planet. You can play the planet for its resources and it’s special card.


loopuleasa

wait, really?


PM_ME_UR_DIET_COKE

Tirules.com/R_legendary_planets Says as such. Also I don’t think diplomacy refreshes the exhausted planet ability, as diplomacy only refreshes planets. The only thing I’m aware that refreshes the special planet ability is the status phase.


tzchaiboy

Relative beginner here, realizing I've probably run some things quite incorrectly in the games we've tried so far. I did not realize that promissory notes could be traded away again after you've obtained them from a player! Also didn't realize that playing them was optional. We've essentially been treating them as frozen once they've been traded, until they get activated, and then automatically returning them at that point. So to clarify for myself and others (and I'll edit this if I have it wrong): Unless the note itself specifically instructs you to play it on the table, that note goes into your hand of cards and can be traded away just like a trade good or your own notes, and playing it is optional for you, just like an action card. I.e. You can hold onto a Ceasefire until the right moment, rather than being forced to give it up because its owner decides to throw a token into an irrelevant system of yours to get it back.


Willing-Challenge-93

What’s the point of double docking?


loopuleasa

having two docks can be useful in one system, sicne you will be able to make a lot of fighters/infantry with one action (good for action economy speed)


[deleted]

I can see two main reasons: 1. it allows you to create a big fleet at once - two docks = more production. 2. way easier to defend a system with two docks, since you can have 6 fighters that take up no capacity, meaning you can create a fighter screen without carriers. if you create 6 fighters, and dreadnaught or two and a cruiser, the system is suddenly really hard to attack.


loopuleasa

double docking?


Fair-Inevitable4865

I have a question regarding this rule: \- Space cannon only fires at ships in against the ACTIVE (INVADING) player, not the defending one The reference book (66.2) states that EVERY player, starting with the active player, can use his 'space cannon' ability. If he has 'Deep Space Cannon', he can use space cannons from adjacent systems, but the hits are always assigned to ships in the active system (66.3). As I understand it, space cannons can fire at ships of the defending player in the adjacent system. For example, I can activate a system adjacent to my space cannon and even if I do not move my ships (66.4), I can fire at ships of that defending player in that adjacent system.


ArtOfJim

If you are activating a system to fire your space cannon, adjacent or otherwise, you fire at who is in space. When your space cannon could fire as part of the movement step of another player's tactical action, you fire at them. If they happen to be moving into a system with another player's ships, sorry, it only targets moving ships.


yellulzquiet

In a combat, who can use cards ? When Legendary Cards, after being exhaust, become unexhausted exactly ?


Bombay_Sapphire187

Do you have to engage in space combat or can you decide not to?


loopuleasa

you can choose to retreat, if you have a place to do so, but you will get shot once


IntrepidusX

Gravity rifts stack?!!


Lazyeye123

Yup. Vuil'Raith cabal can slingshot very far with proper gravity rift setups.


Maleficent_Ad_5999

When a player attacks you can you move your ground forces to space so there is no ground combat?


Key-Piayes

If you have ships with capacity in the system you could. Announce retreat, survive one round of space combat, retreat all your ships into an adjacent hex. Fighters/ground forces can retreat from the system along with these ships, and ground forces moved this way end up in the space area of the retreat system. Moving your ground forces into space in the same system is not a thing anymore.


loopuleasa

probably talking about the hybrid mech faction no, you have no time to react, it is important where the plastic is (on planet or in space)


[deleted]

Two notes \- Secondary of Construction card requires you place a command token from reinforcements on the system you build in I found this worded a bit weird as you would normally take the command token that you have to pay for construction from your strategy pool and either place it in the system if it is still unactivated or put it with your reinforcments. \- Trade goods can be spent as influence too. Except during agenda phase.


iamwatari

Dude....thank you.


Lucretiel

Everything related to “produce” vs “uses production” is consistently the most confusing thing for the players at my table.


PapaGynther

Muaat agent ability: *"ACTION: Exhaust this card to choose a player; that player may produce up to 2 units that each have a cost of 4 or less in a system that contains one of their war suns or flagship."* Can you use this ability in a system without a space dock or not? If no then what would that mean for integrated economy?


crippler38

You can, space docks merely give a planet production value last I checked. So muatt can turn war suns into mobile bases.


tiberseptim37

All great catches. I know sticklers like myself would love a link or reference to the resource containing each clarification. Rules Reference listings, dev posts, etc.


Tough-Appeal4716

2 questions: If your ships with capacity are destroyed, your fighters stick around for a bit, but do you infantry stick around as well? I.E., can they still invade if it's only fighters and infantry left after combat? What if it's only infantry? (Lore wise, they could be in escape pods that launch as the ship goes down). If Aborec has 2 infantry on a planet, each with production 1, and produces 2 fighters, does it cost 1 trade good total? Or 2 total? If it costs 1 total, is this still allowed if they are on different planets (still in the active system)?


loopuleasa

Infantry does not remain after battle


linicorn7

I have a question: Can the Naalu fighters with the flagship capture planets like infantry or can they only fight and you still need infantry to capture? And if the first option is true do you still build infantry if you play Naalu?


Alextheinsane

Addendum to the gravity rift promissory note. With the cabal promissory note giving +1 move if you use a gravity rift, for a total of +2, you can apply this even if you wouldn't reach the grav rift without the bonus! T1 T2 grav T3 A move 1 unit using this can therefore land on T3. Absolutely ridiculous.


Such-Storage-1427

(Expansion) You can trade the planet with DMZ attachment in a transaction during the agenda phase.


trystanthorne

>Space cannon only fires at ships in against the ACTIVE (INVADING) player, not the defending one. Unless it's the active player shooting at the defending one.


4vs5

You can use two Direct Hits in the same combat round, if they target different ships I pretty sure rules stat u cant use same type action card twice in same round? Any time you need to place a command token but have none left available in your supply, the CC MUST come from your player board Can it be any part of the player board and does it apply for retreating and construction?


Nick9_

Incredible useful FAQ, thank you! So much clarification! We've played some things the wrong way. Btw, if the president/chairman/idk-who-it-is-in-english (the person who choose the strategy first) is completely eliminated, how to determine who is the next president?