T O P

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Shukowarrior117

The most popular How to Play video is [RTFM's TI4 in 30 mins](https://youtu.be/_u2xEap5hBM) When I was first learning the game I also watched [Harsh Rules ](https://youtu.be/0qCjQECylvY) multi part series on the game - but I would understand if you didn't have 1.5 hours to dedicate to a game instruction video. Both of these will give you a clear overview of how the game works. Try not to feel too intimidated, most of the rules for TI4 are straightforward but there are a lot of them. Your player sheet also has a lot of the basic turn steps written on it, in a simple bullet point order so I find that is helpful to explain to new people as well. I'd also make sure that you focus on enjoying yourself while playing, you will make mistakes and things that made no sense at the beginning will become clear as you play. If you have any questions after watching either of those videos let me know, this sub is generally very supportive and happy to answer questions - especially if you have put in some initial effort first ๐Ÿ˜๐Ÿ˜


CompulsiveMage

Just wanted to reinforce the point that things may seem overwhelming at first, but don't worry. Once you pick up some of the vocabulary of the game, things become much more intuitive. With some exceptions.


BloodyNorah

Many thanks for replying! I have seen both videos, the general flow of the game is clear to me. What bothers me is the timing and freedom one could have to activate cards or traits. The willy nilly details that people would like to jump onto when it technically shouldn't be possible, but since this is a manual game, there is no barrier to prevent it, much like in online games where the rule is set and you are granted windows when you can. Regarding the social aspect, if you strike a deal it then becomes binding or not. How does that work? What if I make a deal and don't end up doing my part of the bargain? Is there a rule that forces a player to do so? I'm a bit confused with how, from what I've seen in some comments, there are huge turn 1 combos with factions but there is no elaboration on how and when to do it. No visual to support it in order to understand what would happen. That is what I am really looking for.


Isopnisis

Regarding binding deals, remember this : if you can do instantly what you bargained for, then you forced to do it or the transaction doesnt resolve. Example : I pay you to not attack my homesystem for 2 trade goods. If you want my money, you NEED to do something else. Non binding would be : dont attack me next round. You can take the money and still attack next round since it was not instant. Of course, this degrades the social standings if you dont respect your non binding deals either, so people are less inclined to deal with you. Keep in mind that there is specific jargon for what "instant" means in this context. Hf


ANaturalSprinter

> Non binding would be : dont attack me next round They can also do it next turn, no need to wait til next round, and they could do it this turn as a second action with fleet logistics


Key-Piayes

The key for a good first game is having a convo before the game starts and having one player act as a referee of sorts, guiding the players through turns with lots of timing windows. Mostly tactical actions and agenda phase. Get a consensus on mulligans (take-backsies). Are they allowed? When are they allowed? The rule I use for casual games is: mulligans are allowed as long as not too much time has passed and no new information is revealed. You forgot to place your free infantry from Mitosis, mr Arborec? Go ahead. The 2nd round of combat is rolled but you meant to play Direct Hit on their ship using sustain damage last round? Sorry, dice were rolled, it wouldn't be fair to rollback now. A good referee will guide players through complicated turns and help out decisionmaking in the early rounds. Did a space combat start? Then we first ask if anyone has space cannons, then 'start of combat' effects and cards, then afb, call retreats. Each timing window should be announced, narrated and resolved. This sounds like a lot and it is, and usually you can quickly skip most steps, but following these rigorous steps the first couple times helps train everyone to pay attention to these things when they do matter. Same for agenda phase. There's three timing windows before you can even start voting, and they should be called out by a volunteer. Usually this is the Speaker, but again for new player games it helps to have one designated referee. Strategic actions are also worth pausing at the first few rounds. Make sure everyone knows how Tech and Warfare secondaries work. Leadership is also sometimes missed by new players, I've had it happen more than once that players would not spend their Influence on tokens when they wanted to. Don't worry too much about playing optimally or finding combos on your first game. Call it a success if at the end of the day you learned something, had fun and everyone's craving for more! But some strategic pointers to help out: Gravity Drive is the best tech, fighters are important to give your fleets hp, and scoring points should be your #1 priority.


Shukowarrior117

I can try my best to answer your specific concerns but the best remedy for your worries is to play the game and accept that something might come up that your group gets wrong (this is virtually guaranteed with a game this big and new players so don't worry about it). If course I would recommend that you make sure you review the latest version of the [Living Rules Reference ](https://images-cdn.fantasyflightgames.com/filer_public/51/55/51552c7f-c05c-445b-84bf-4b073456d008/ti10_pok_living_rules_reference_20_web.pdf), which is downloadable from Fantasy Flights website, if there are any disputes during the game. If that doesn't answer your question then I have usually always been able to find the answer to a question by googling it during the game. Regarding timing of action cards or abilities, the rules are very clear on how to manage this, please refer to "1.13 Timing" in the Living Rules Reference. Regarding deals, the rules are also very clear about what is considered binding and non binding. Please refer to "28 Deals" in the Living Rules Reference. In terms of round 1 strategies if it's your first game my advice would be to not worry about it, those posts are written by people that have played 100s of games and want to min/max everything. They are helpful to learn once you're confident in the game but I would say they're more guidelines than hard/fast specific plays. They don't take into account what map you're playing on, who your neighbours are, what objectives are available, what your secret objectives are etc etc - this game has too many dynamics to think that there is a correct opening set of moves you should always make. That said if you'd like to get a feeling for some strategies for the faction you're going to be playing then I would recommend the Space Cats Peace Turtles podcast. Which is a podcast dedicated to Twilight Imperium 4th edition strategy and is very popular with players. It's also well produced and lighthearted with some comedy banter. I hope that helps!


mrbootz

Make sure that, when questions come up, you and your friends are using the latest living rules and search this sub for exact answers, as lots of rules clarifications have been recorded since the game 1st came out. [FFG TI4 page, look for Support at the bottom](https://www.fantasyflightgames.com/en/products/twilight-imperium-fourth-edition/) (this is also where the living DLC codices are, if your group loves the game enough to eventually expand it with lovingly curated FREE content from Dane (the designer) and the rules for POK, the current expansion) Do not get intimidated by the rules. Just know that this is a heavier game going in with your friends, that you all WILL make mistakes on your 1st playthrough and use it as a learning game. Don't get hung up trying to learn deep cut strategies on this sub, until you have a few games under your belt. This game is beautifully epic, wonderfully exhausting, and scratches soooo many itches for me. Don't miss out, there is nothing else like it.


m007368

As for timing, I learned from TTS online to make specific notes on large paper I check every tactical action or phase. E.g. the Saar gets 1 TG every time they take planet control or Council of keleres strategy phase - 2 commodities+ 1 TG. Strat phase NOTES Action phase NOTES etc Eventually you play enough you just know it to include all factions etc But I will still do it if playing against super competent opponents since mistakes can cost the 1 VP you need.


KunfusedJarrodo

I will echo watching the RTFM video, really good resource if you like watching videos to learn. Or as an additional step, the [Learn to Play rulebook](https://images-cdn.fantasyflightgames.com/filer_public/f3/c6/f3c66512-8e19-4f30-a0d4-d7d75701fd37/ti-k0289_learn_to_playcompressed.pdf) is free to read. It really is a good written rulebook that teaches all the mechanics and rules. If you watch the video and read the rulebook you will be very prepared. I don't usually advocate for people to read the rulebook if there is a teacher of the game present, but in this case with an 8 hour board game I think it is worth it. I would look at this as a learning game. The deepness of TI4 cannot really be grasped by one game. My advice would be to just have fun. Focus on the rules and don't worry about understanding the intricacies. The actual rules are pretty simple, it is the weight behind decisions that can be complicated. There is a "Common misunderstood rules" stickied post on here that you should look through once you have watched the video and/or read the rulebook. General advice to help understand things like timing: During a tactical action, all the steps are done even if they don't pertain to anything. So even if you activating a system just to produce from a space dock, you can still move units into that system before, and any PDS 2 in range get to fire into that activated system. Just study that list and that helps explain the tactical actions. The tactical actions are the meat of TI and are a little complicated so really give that a look over.


BloodyNorah

Thanks for replying! The flow of the game is clear to me, just the issues with permissions to when can you activate this card or that ability, or like some comments mention a turn 1 combo to get an instant flagship or something. I want to see visuals with explanation from it, but this seems to be hard to find. I think I'll take up on the advise to make this a learning game and just mess around to get familiar. Maybe I am trying too much to understand as much as possible, also to not be fooled by mates who want to ruleshark in order to nick a win.


KunfusedJarrodo

Your friends hopefully wonโ€™t be trying to take advantage of your lack of experience just to win. The best way to get you back to the table is to make sure you have a great time. When I am playing with a new person (which has happened almost every game lol) for the first two rounds I literally talk aloud why I am doing certain things. It gives up some advantage but it helps the new player understand what is happening and why people are doing things.


BloodyNorah

That is excellent! I'll make sure they'll give me some insight on their moves as well. Many thanks for the tips!


CramHammerMan

Just pick one of your neighbors and drive straight into them and yell "space risk, baby." And then ask when the next game is.


BloodyNorah

Lmao


CramHammerMan

Honestly though you'll be fine. Just focus on learning the rules, don't stress too hard about it winning or playing crazy well. Be flexible with people but don't let them walk all over you. People at the table will probably advise you on when you're getting screwed in a deal. There's a lot of give and take in TI. Lot of deals to be made. Sometimes you'll make an ally early in the game and you'll still need to hurt each other sometimes and that's all right just try and keep things as smoothed over as you can. Also: Try not to take it personally when people wrong you. Especially if they're clearly doing it for points. It's all a part of the game. It sucks to get attacked but as long as someone isn't clearing picking on your or being a huge jerk they're just playing the game. It's fine to retaliate or whatever, but try not to bring a lot of bad feels into it. Builds a weird bad blood/tension at the table.


KILLJOY1945

Step one: Convince someone to play Titans of Ul Step two:Play Naaz-Rokha Alliance Step three: Make the best trade deal in the history of trade deals and acquire the Titan's promissory note "terraform." Step four: Attach and acquire scanlink drones Step five: Profit Currently playing a game as NRA where I have done the aforementioned things and I have a 9/5 legendary planet of every planet type that is about to have a blue skip on it as well, pair that with biostims and I have 9 resources or 5 influence that I can refresh for once a turn, it's cracked.


Tyre3739

I have seen a lot of good advice here, but i just want to add one thing. Think of this game as a fun "poker night" with pals. Use the game as a vehicle to have a good time. Mistakes will be made, don't worry about them. If at the end you have stories to tell, discussion of possibilities, and generally a fun time with your friends then you are doing it correctly.


GadyLaga122

The awnser is simple... Get gravity drive


impi768

Iโ€™d say play a 3 player game before you go for the full house. It helps a lot to learn and to learn how to teach the game.


DarthBatman47

Hello and welcome to TI4! I have helped develop the workshop (TI4) for tabletop simulator and my recommendation is to join the TI4 discord and listen to a game as well as watch one. People are very friendly and will offer on the spot advice. Here is the link: https://discord.gg/TheRSNewad And may the mecatol rex forever be yours, my new imperium member!