How to Play

Twilight Imperium: Third Edition

3-6 players 180-240 min 7.8 Board Game Geek Rating

Players command unique alien civilizations competing for galactic dominance in this expansive space empire game. Through strategic combat, diplomatic negotiations, and technological advancement, factions vie for the imperial throne. The innovative command system manages resources and army sizes while borrowed mechanics from popular games create engaging, fast-paced gameplay with minimal downtime.

Published 2005

Twilight Imperium: Third Edition

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Decide modules
Announce which optional modules are in play before beginning setup
2
Select colors
Each player chooses one of eight available colors and takes plastic units, Unit Reference card, and Technology deck in that color
3
Separate Home Systems
Remove Home Systems from other hexagonal game board pieces
4
Choose races
Randomize Home Systems and deal each player 2 to select from; if unsatisfied with both, discard them and draw a third which must be kept
5
Collect race components
Take Race sheet, Leaders counters, Control markers, Trade cards, Command counters, Race-Specific Technologies, Flagship card, and Planet cards for chosen race
6
Establish common play area
Place neutral Planet cards, shuffled Action card deck, shuffled Political card deck, Fighter and Ground Force Supplement counters, Space Mines and Shock Troop tokens, and Trade Goods counters
7
Set up Victory Point Track
Place track turned to 14 and place one Control marker per player on space "0"
8
Arrange Strategy cards
Place 8 Strategy cards side-by-side in numerical order with active side up, with Bonus counters nearby
9
Prepare Secret Objectives
Shuffle and deal 2 random Secret Objective cards to each player
10
Prepare Preliminary Objectives
Shuffle and deal 1 random Preliminary Objective card to each player
11
Build Public Objective deck
Remove "Game Over" card from Stage II cards, shuffle remaining Stage II and draw 4 random cards, shuffle "Game Over" back in with those 4 cards
12
Complete objective deck
Shuffle Stage I cards and draw 6 random cards, place on top of Stage II cards to form single deck
13
Display Special Objectives
Place Special Objectives cards face-up near Victory Point Tracker
14
Create System piles
Separate into Special Systems (red borders), Empty Systems (no planets), and Regular Systems (all others); shuffle each pile face-down
15
Determine tile count by player count
16
Place Mecatol Rex
Put in middle of table
17
Assign Speaker
Randomly select one player to receive Speaker token
18
Position Home Systems
Speaker selects a side of Mecatol Rex and places Home System about 60cm away; continue clockwise until all players have placed
19
Build galaxy
Starting with Speaker clockwise, place one System tile face-up at a time
20
Deploy starting units
Place Setup Units from Race sheets on Home Systems; distribute Space Docks, Ground Forces, and PDS among planets as desired
21
Place Leaders
Each player places 2 of their Leaders on any friendly planet or spaceship
22
Display Starting Technologies
Place Starting Technology cards face-up in respective play areas
23
Place Custodians
Put Mecatol Rex Custodian tokens on Mecatol Rex
24
Distribute Command counters
Take starting counters from Reinforcements: 2 in Strategy Allocation, 3 in Command Pool, 3 in Fleet Supply (fleet side up)
25
Deal cards
Give each player 2 Political cards and 1 Action card
26
Reveal first objective
Draw the first Public Objective card

On Your Turn

What you can do during your turn.

1
Select Strategy card
In turn order starting with Speaker, each player selects one available Strategy card
2
Place Bonus counters
After all selections, Speaker places a Bonus counter on all unused Strategy cards except one
3
Collect Bonus counter rewards
When selecting a Strategy card with Bonus counters, immediately exchange each for either 2 Trade Goods or 1 Command counter
4
Perform one action
On your turn, execute one of the following action types:
5
Activate system
Spend a Command counter from Command Pool to activate a system
6
Move ships
Move eligible ships into the activated system
7
Resolve PDS fire
After movement, PDS units in range may fire at enemy units
8
Initiate Space Battle
If enemy ships present, conduct combat
9
Land Ground Forces
Transport troops to planets
10
Resolve Domain counters
When landing on neutral planets with Distant Suns, reveal and resolve counters
11
Conduct Invasion Combat
Battle enemy ground forces on planets
12
Produce units
Build new units at Space Docks in the system
13
Resolve combat rounds
Fight two rounds of Space Battle (three rounds if Admiral present)
14
Calculate strength
After all rounds, tally surviving spaceship Strength values
15
Determine winner
Player with highest total strength wins; defender wins ties
16
Retreat losing fleet
Losing player must retreat to previously activated system with no enemy ships, or activate adjacent unactivated system with no enemy units
17
Destroy trapped fleet
If no retreat options available or chosen, fleet is immediately destroyed
18
Build without exhausting
When producing on a planet, players need not exhaust it first
19
Produce Ground Forces/Fighters efficiently
At cost of 1 resource, produce up to 2 Ground Forces and/or Fighters (requires 2 Production points)
20
Respect Space Dock timing
Cannot produce a Space Dock on a planet the same activation it was captured; new Space Docks cannot produce during their construction activation
21
Carry any transportable unit
Capacity allows carrying Ground Forces, Shock Troopers, Fighters, PDS, and Mechanized Units
22
Maintain capacity limits
Outside Space Battle, transportable units in a system's space area cannot exceed combined Capacity of your spaceships there
23
Account for heavy units
Mechanized Units require 2 Capacity when carried
24
Cancel agreements on conflict
Trade agreements are canceled when Ground Invasion, Space Battle, or PDS attack is initiated
25
Choose PDS fire
Player may decide whether to perform PDS attack (which cancels trade agreements)
26
Show Political cards
When Assembly Primary Ability is executed, each player shows the active player one Political card for selection
27
Replenish chosen card
Player whose card was selected draws a new Political card
28
Discard instead of Trade Goods
May discard Political cards instead of Trade Goods when needed, maintaining minimum 2 cards in hand
29
Deploy Leaders as action
Discard a Command counter from Strategy Allocation to place a Leader on any friendly planet or spaceship
30
Admiral abilities
On spaceships, can deploy Space Mines at end of production step for 1 Resource; discard to re-roll any 3 dice during Space Battle
31
Agent abilities
Nullifies enemy Leader abilities in same System; discard instead of playing Sabotage Action card
32
Diplomat abilities
On planets, prevents all Planetary Bombardments in System; on spaceships, discard to pass through or allow enemy fleet to pass
33
General abilities
On planets, Ground Forces become Shock Troopers on 9+ (instead of 10); discard after successful combat to place 4 Ground Forces
34
Scientist abilities
On spaceships, fleet moves at fastest ship's speed; discard when acquiring technology to ignore 1 prerequisite
35
Recover lost Leaders
When a Leader is lost, return during Status Phase
36
Gain rewards for killing Leaders
After winning combat where enemy Leader was lost, gain 2 Political cards (or 2 Trade Goods with Political Strategy cards)
37
Dreadnought combat
Rolls 2 dice in Space Battle; each hit reduces dice rolled by 1
38
WarSun requirements
Requires 2 Command counters in Fleet Supply; may absorb 3 hits with each reducing combat dice by 1
39
Shock Troop conversion
Ground Forces become Shock Troopers on natural roll of 10 during Invasion Combat
40
Sabotage cancellation
Sabotage Action cards may cancel other Sabotage Action cards
41
Lazax Planet rewards
Capturing Mecatol Rex or real Artifact planets from another player via invasion rewards 1 Command counter to place anywhere on Race sheet
42
Trade Stations
During Status Phase, exhaust Trade Station plus 3 other unexhausted planets to receive Trade Goods equal to their Resources value
43
Race-Specific Technologies
(Except Nekro Virus) Automatically receive race technologies for free when any player's Victory Points equal the printed cost

Winning

How to claim victory.

1
Claim victory during Status Phase
Players may only claim Victory by Victory Points during Status Phase, after all players have claimed objectives
2
Reach victory threshold
The amount of Victory Points needed to achieve victory is 12, but players may gain up to 14
3
Resolve ties
Player with most Victory Points wins; ties resolved by: number of resolved Objective cards, number of Planets, number of unused Command counters, number of Command counters on Race sheet
4
Accept draws
If still tied after all tiebreakers, game ends in a draw between tying players
5
End game immediately
When "Imperium Rex" card is drawn or Red-Tape counter removed from it, game ends instantly
6
Determine winner by points
Player with most Victory Points at that moment wins
7
Apply tiebreakers
Use same tie resolution order as Victory Point victory
8
Trump point victories
During Status Phase, if a player claims a Public Objective rewarding victory, this overrides other players' Victory by Victory Points
9
Win by survival
In the rare case all players but one are eliminated, the surviving player wins
10
Keep one objective
Each player receives 2 Secret Objective cards at game start but may only claim one
11
Discard unused objective
Once claiming a Secret Objective, must discard the unclaimed card

watch & Learn

Let the pros teach you with these top videos.

Harsh Rules: Let's Learn To Play - Twilight Imperium (Third Edition) Part III : Conquest & Variants

Harsh Rules: Let's Learn To Play - Twilight Imperium (Third Edition) Part III : Conquest & Variants

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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