RULES TO PLAY TWILIGHT IMPERIUM 3RD EDITION SOLITAIRE Notes: -These rules have been tested using 6 of the ten races. There are still many things to be modified but I believe they are good enough to represent a starting point. Please message me regarding anything you might like or dislike, things you want to modify or anything else that crosses your mind to make this document better, I’d appreciate any help I can get making the game work for all of us who don’t have patient gaming friends. -From time to time I will make italic markings on the text to explain why or how I came to various conclusions. This will make the document longer to read so if you’re not interested just skip those. -Obviously I’m not taking credit for any idea listed here as there is none personal or at least original, rather a mix of various mechanics I encountered in other games. I do want to thank the designer Christian T. Petersen and FFG for this wonderful game and by no means am I planning to spoil their work, rather I’m trying to adapt it to frustrated TI players everywhere. THE PLOT The GOOD campaign: Your once united federation of planets fell to the might of a ruthless conqueror and as soon as he took control of Mecatol Rex he exiled you to the outer ring. Years pass and your little community expands, taking control of the system and setting it’s eyes back on the Imperial throne. Now it’s the time to begin your quest towards freeing the galaxy from the evil tyrant and reuniting it under your democratic leadership…or something :P. The BAD campaign: All the above reversed. You’re sick of pitiful democratic council and it’s endless winnings so you gather an army and start taking system after system with the goal of achieving enough fame to kick the president back to his proper place, the outer ring and claim the throne of an evil empire that will last for eons to come. (Insert evil laugh). Regardless, the goal of the game remains the same: acquiring 10 VP before the other side takes you out and you do that by completing your objectives. SETUP 1. Randomize the Home Systems and choose one to represent your race or take any one you like. Take the corresponding Race sheet, Control Markers, Trade Cards and Command Counters. 2. Select a color for you and the corresponding Technology Deck and select another color for the AI player. 3. The Action Cards Deck: because many cards refer to another human player it’s very hard to make a list of all the cards to be removed. You can do 2 things: either you shuffle the entire deck and discard/ redraw any card not usable in this solo variant or remove those cards prior and then shuffle the deck. In the absence of a detailed list option number 1 seems the most convenient one. 4. The Political Deck: I haven’t found a way to integrate this yet, due to the fact that it’s very hard to negotiate with yourself ;). Secondly, there are many things to keep your attention busy so adding those would complicate a bit the game. Since there are another 6 races involved in the game and only 2 sides playing it (more on this later) I guess it would be fairly easy to determine a sort of random voting system. Add it if you have a larger attention span than mine :D. The downside of not using the Political Deck is that influence points of the planets are hardly used in this variant and of course much of the flavor is gone. 5. Take your planet cards face up and put the remaining planets in the play area. 6. Place the 8 Strategy Cards in the play area and the Bonus markers. 7. Create the objective deck. Use the standard rules but read the objectives first before shuffling them. Some of the blue and red objectives refer to other human opponents, so no point shuffling them. Place the Public objectives somewhere near the scoring track and then PLACE THE FIRST 2 FACE UP. In the standard game you get objectives displayed even if you do not select the ISC card yourself. In this variant you MUST pick ISC to get the objectives and doing so has some nasty consequences. Hence the need to start the game with a little head start. 8. Place the Victory Point Track and 2 markers. A control marker for you to indicate the points you have and a marker for the AI to indicate his aggressiveness level. Many of your actions will make the AI marker go up the track to indicate the fact that the AI is aware of your actions and is planning a counterattack. 9. Create the galaxy. Use the rules to create a 6 player galaxy with the following exceptions/additions: The inner ring is made up of 6 other randomly drawn Home Systems. If you plan to use the Political Deck also, then treat those as a galactic council. Every time you take a vote, the 6 races will cast theirs at random between you or the AI, you will use the combined influence of your planets and the AI will use the influence provided by Mecatol Rex…x2…or more…or you can make some sort of system to integrate your current position on the VP track. Like the farther you are, the more likely the others will vote with you…I don’t know...still has to be tested. Anyway, back to the galaxy. Place all the other systems randomly, starting anywhere you want and going clockwise or anticlockwise. Go round the board till you get a 6 player galaxy. You may not move to another ring until you finished the previous, you may not place Special Systems adjacent to another Special System or your Home System. You might get good systems nearby, you might get crappy ones or empty fields…life in the great void is even harder than here on Earth :D 10. Place your starting units and technologies as stated on the race sheet. 11. Place CC on your race sheet as per standard rules. THE GAME ROUND Much like the original game, the game is divided into phases: - the strategy phase - the action phase - the AI phase - the status phase I won’t go into details about them all, just use the standard rules. Rather I will highlight the differences in each. THE STRATEGY PHASE Shuffle the SC without looking at them (duh!) and then do the following: - place one SC down with the inactive side up and put a bonus marker on it. If there were other bonus markers, they stack. If the AI player gets the SC card with bonuses, they are lost. - place another 3 SC face up in the AI play area. Those are the cards played by the AI player, so order is important, don’t mix them as they are placed down. - Choose 3 cards from the remaining 4. Those are the SC you can use on your turn. - Place the 8th SC down with the inactive side up and place a bonus marker on it. Much of the game relies on the need to constantly adapt to the other players. You may not always choose the best card but are rather forced to change your strategy each turn. To simulate this I have opted for the system above, which seems to be working rather good, giving you enough options but also enough restrictions. Additional rules regarding Strategy phase: - You can react to the SC played by the AI player just as you would do in a standard game, by paying one CC from strategy area or for free in you chose Initiative and played it in that round. If you do so you may use the secondary ability of the SC. - Before shuffling the cards you can pay 2 CC from your strategy area to force a SC to be available for you to select. That card goes immediately to you and is not shuffled with the rest. - Bonus counters can be traded for CC or TG just like in the standard game. - The AI player will NEVER use the primary or secondary abilities of his SC. THE ACTION PHASE It goes very much like the one in the standard game, except for the AI player. Whoever hold the lowest nr SC goes first. No matter what you do, the AI player will always play the topmost SC in his stack. So an action turn would go like this (let’s assume you have a lower nr SC) - your move: play action card, play SC, tactical or transfer - AI player plays his 1st topmost card. You may pay CC to react to it - your move: play action card, play SC, tactical or transfer - AI player plays his 2nd SC - your move: play action card, play SC, tactical or transfer - AI plays his last SC - your move: play action card, play SC, tactical or transfer - AI gains one TG (put it on Mecatol Rex, this is where the AI armada is gathering) and his marker advances 1 step up the track (this is to ensure that even if you do nothing on your turn, the AI player may still advance and may have a slight chance of attacking you) - your move: play action card, play SC, tactical or transfer - AI passes - You play until you must, or choose to pass All the rules from the core game are used during the action phase Special rules regarding Tactical action: Whenever activating the systems under AI control you must pay a certain cost of CC from your Command pool to reinforcements, as follows: - outer ring: 1CC - second ring: 2 CC - inner ring: 3 CC - Mecatol Rex: 4 CC Note that activating your own systems in the inner rings, or systems where you control the “skies”, even if you haven’t taken control of any planets in that system does not cost additional CC. During play-testing I noticed that the amount of CC I had was always going up and the Logistics SC was rather useless so I made up this rule to put it to use. Another option would be to pay with the influence of your planets whenever trying to attack AI systems, but I liked the CC rule better. Whenever successfully attacking a system/planet under AI control, the AI marker will go up the track to indicate an imminent retaliation. Like the rest of the rules, the deeper you go, the faster the AI marker will go up: - Outer ring: move the marker 1 step for every planet you conquer Second ring: move marker 1 step if winning the space battle and another 1 step for every planet you conquer Inner ring: move the marker 2 steps if winning the space battle and another 1 step for every planet you conquer Mecatol Rex: move the marker 3 steps if winning the space battle and another 2 steps if conquering the planet. You are allowed to build at the end of the tactical/transfer action just as you would do in the standard game. The only difference is that now you must place an EQUAL amount of TG on Mecatol Rex every time you build something (build…meaning paying for technologies doesn’t count). This will be the pool the AI player will use to buy ships and strike back at you, so be careful, the more you build, the larger his armada will be. Note that you DO NOT give TG to AI pool if you use action card or technologies to purchase something, only when paying with your own TG or by exhausting planets. It might seem like you’re giving the AI player a lot of advantage by doing this, but trust me, because of this it makes for some interesting decisions and timings…when to use the SC, when to hold back and wait for the right moment to strike, where to build and how much. SETUP AND SCRIPT FOR AI PLAYER In the beginning you will start with your Home System. All the rest of the galaxy is under AI control, so there are no neutral planets. Even empty fields are patrolled by the ever watching eye (now where did I read that…) . There is possible however through usage of certain cards to make a planet neutral, so keep this in mind when playing those cards. (like “Rare minerals” and the one about riot or rebellion, I can’t remember exactly) Each system under AI control is guarded by stationary defenses, according to the following table…the deeper you go in the heart of the empire, the thicker the defenses. Note that you don’t need to place ALL of them on the board, there aren’t enough miniatures anyway, just the ones in your vicinity, to help identify at a glance where you should head next. Also note that these defenses do not regenerate, so it’s possible to make hit and run attacks on them or use action cards. GF/planet PDS/planet Fighters Destroyers Cruisers Dreadnaughts Outer ring Second ring Inner ring Mecatol Rex War sun 1 - 2 - - - - 2 - 4 1 - - - 2 1 6 2 1 1 - 3 2 8 4 2 - 1 Of course feel free to tweak this table any way you want to. If you feel it’s too hard to get through those defenses, lower them a bit. For a more challenging game, add a few GF/spaceships. However I wouldn’t modify the ones in the Outer ring, you need that ring less defended or else you won’t progress much. When does the AI player attack? At the end of the action phase, the beginning of the AI phase. Simply roll one D10 and compare it to the current position of the AI marker. If you roll less or equal to its current location, you’re done for. If you roll higher, breath in relief and skip to the Status phase. Where does he attack? Anywhere he can get to and to any system containing a sign of your presence, even if it’s just a destroyer or a control marker. If you want to make it harder then pick the one where he could do the maximum damage with the minimum efort. Just like you, the AI cannot go through enemy fleets, he must stop in the system and initiate space battles. Identify the “border” systems he could possibly attack and find a random way to determine where he does that. Use planet cards, dice, coin flipping, close your eyes and point with your finger, anything will do. What does he attack with? Everything he can buy with what he currently possesses in his TG pool. As for the composition of the task force, this is one tricky option. The rules of the core game regarding GF and fighters still apply so you can’t bring those unless they are onboard carriers or war suns. Also his aim would be to regain planets so I’d give him as many GF as he can but of course he needs spaceships to get through your own defenses. I will try to make a table as a guideline but feel free to change it any way you like it. Also try to tweak it to get maximum of results in the system he is currently attacking. If it’s obvious his GF will not make it past your spaceships, then don’t waste TG on them. Blockading systems is better than loosing his fleets. Try to be as impartial as possible and come up with the best attacking combo. - 1-8 TG – a mixture of 1/3 cruisers, 2/3 destroyers 9- 15 – 1 carrier with 4-6 GF and the mixture above 16- 20 – replace carrier with war sun or add 1 dreadnaught 21- above – 1 war sun with 6 GF and a mixture of cannon fodder ships…maybe another carrier with 6 fighters? If the AI wins the space battle and you have GF, proceed to invasions. Again use your common sense when deciding what to attack and how much to send. If he wins the invasions too, you lost control over those planets and they revert to AI ownership. The victorious AI fleet will stay in the system and not move further, becoming stationary defenses from now on. Sometimes there will be more, sometimes there will be less spaceships remaining after the combat. It all depends on how you played so far. If you gave him enough TG to build war suns and you left border systems undefended, then you deserve to loose those for the rest of the game ;). Another side effect of AI attack is loss of Trade Routes. Each time the AI attacks you loose ALL the trade agreements currently activated ( more on this when detailing SC) After the AI attacks, whether successfully or not, move his marker back to 0. His bloodlust is satisfied for now :D. Proceed to Status Phase. THE STATUS PHASE It goes much like the original game set of rules, with a few exceptions: - if you took the 10th VP, you won the game. Note that like in the core standard game you cannot qualify for objectives unless you own all the planets in your home system. - You receive just 1 CC from reinforcements, not 2. Proceed to next round. THE STRATEGY CARDS Of course the SC from the standard game have been tweaked to suit this variant but I tried to keep them as close to their original intent as possible. INITIATIVE: You may execute secondary abilities of AI SC without paying from your strategy allocation area. No secondary ability DIPLOMACY: Move the AI marker 2 steps back on the track. For secondary ability, exhaust influence of planets to eliminate TG from AI reinforcements area at the rate of 2 inf/1 TG (if you find this to be too easy, make it 3 inf/1 TG) POLITICAL: get 3 action cards. If you play with the political deck, then vote on the first law in the deck. For secondary ability, draw 1 action card. LOGISTICS: identical to the standard game TRADE: identical to the standard game. When activating trade agreements, use the ones provided to your race, unlike the standard rules where you can only use other’s trade cards to get TG. WARFARE: identical to the standard game. The only thing added is that immediately after executing the PRIMARY ability of the card, roll to see if the AI attacks now. Note that he still gets the chance to attack during the AI phase of the round. TECHNOLOGY: identical to the standard game IMPERIAL: identical to the standard game except that you get NO VP for choosing the ISC (the most radical ISC rule evar =))…seriously, it was being too boring even with 1 VP. You could practically turtle in and hope to get the ISC card every turn. Besides, there is already a race against the clock). Also, as soon as you play the ISC the AI marker advances 3 steps up the track. If you think it’s too much then advance just 2. If you use the secondary ability of the card and build something you still place that amount of TG into the AI supply zone, you just don’t activate your system. RACE ABILITIES Like the SC, I tried to keep as much as possible from the standard game and only tweak those aspect related to this solo variant. Anything else, like starting tech and units are left as they were designed in the first place. UNIVERSITIES OF JOL-NAR: identical to the standard game THE L1Z1X MINDNET: identical to the standard game THE NAALU COLLECTIVE: identical to the standard game THE BARONY OF LETNEV: identical to the standard game SARDAKK N’ORR: identical to the standard game THE MENTAK COALITION: identical to the standard game, except the last paragraph. Since there are no players to take TG from, just take 1 TG anyway each turn. THE YSSARIL TRIBES: identical to the standard game, except for the last paragraph, which becomes obsolete. FEDERATION OF SOL: identical to the standard game THE XXCHA KINGDOM: identical to the standard game THE EMIRATES OF HACAN: You get the amount of TG listed on your agreements. The AI attack can cancel only one of your current trade agreements, not both of them. Ok, that’s about it, hope this is of some use to you and please send comments and/or suggestions. Cheers!