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Twilight Imperium (Third Edition)» Forums » Variants

Subject: Current Alternatve Strategy Cards rss

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Martin DeOlden
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These are the current set of Strategy Cards that I am using for my games.
I have put in some minor tweaks of my own to
Lance Harrop
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original Variants of these. Some of the images are of an older version to what is written here.

0.5 Ascendancy
Immediate:
Foresight
- You take the first action in the Action Phase.
Carpe Diem - You receive 4 "I" Strategy Allocation Counters at the start of the round. You may only spend these to perform the Secondary of any Strategy card that
requires a Strategy Allocation expenditure. (These are only good for this round.)
Primary Ability:
Comprehensive Operations
- Receive four Regular Command Counters from our reinforcements.

Secondary Ability:
Imperial Mandate -
You may spend influence to receive Command Counters from your reinforcements. You receive one Command Counter for 1 influence, the second for 2, the third for 3 and so on.




1.1 Diplomacy
Primary Ability:
Demilitarized Zone -
Choose one system containing a planet you control. Each opponent must place one of his Command Counters from their reinforcements into this system.
Voluntary Annexation - Choose either A) or B)
A) Annex a Neutral Planet that has neutral forces adjacent to a planet you control. Replace those units with your own. (Independent planets cannot be annexed.)
B) Spend 3 influence to claim an empty planet adjacent to a system you control.
Diplomatic Envoy - Choose on Opponent. For the remainder of this Round neither you nor that opponent may score objectives against the other player.

Secondary Abilities:
Economic Stimulus -
Spend a Strategy Allocation Counter to refresh any number of planets with a total combined resource and influence of 6 or less.
Peaceful Annexation - Spend a Strategy Allocation Counter and 3 Influence to claim an empty planet adjacent to a system you control. Place your control Marker on the planet.



2.7 Political
Primary Ability:
Order in the Council -
Change the Player who holds the Speaker Token.
Plots Are Laid - Draw 3 Action Cards.
The Galactic Council - Choose one proposed Political Card and resolve its Agenda. The Player whose card was chosen replaces the Agenda with another from their hand or one from the top of the Political Deck if they have none.

Secondary Ability:
New Agendas -
Spend a Strategy Allocation Counter to propose your own placed Agenda.
New Destiny - Spend a Strategy Allocation Counter and draw 1 Action and 1 Political Card. You may then swap out your proposed agenda on the board with one from your hand.



5.1 Industry
Special Ability:
Free Exchanges -
Receive 3 Trade Goods or cancel up to 2 Trade or Cultural Agreements. Then all players receive Trade Goods from their active Trade Agreements. All players receive one fewer Trade Good than their Agreements face value. Finally open negotiations among all players for new Trade and Cultural Agreements. You have final approval on all new agreements (Except Hacan).
Primary Ability:
Tight deadlines -
Immediately build units in one of your systems containing one or more of your Space Docks. You receive 2 additional resources with which to build, even if you have activated the system already. Building here does not activate the system.

Secondary Ability:
Double Efforts -
Spend a Strategy Allocation Counter to build up to 3 units in 1 of your systems containing 1 or more of your Space Docks, even if you have already activated the system. Building here does not activate the system.



6.5 Ancients
Primary Ability:
Invoking the Ancients -
Draw the top 2 cards from the Ancients Event deck and implement one of them. Then put the other card back on top of the deck.
Fanatics - Receive 1 Shock Troop on a planet in the system with your Religious Leader.
A Leader Arises - Place one Leader (Regular or Religious) from your reinforcements on one of your Home Planets. (You may never have more than 2 of any regular leader in play)

Secondary Ability:
Just Promotion -
Spend a Strategy Allocation Counter to place a regular leader from your reinforcements on one of your Home Planets. Spend the resources or influence per the Leader cost chart for that Leader. Then receive 1 GF on up to 2 planets you control.
Aid of the Elders - Spend a Strategy Allocation Counter to draw a card from the Elder Aid Deck. Receive the aid and penalty listed on the card. (You may not use Aid of the Elders if all your planets have a taint marker)



7.7 Warfare
Special:
Whipping up the Troops -
All your GF, ST, & PDS units receive +1 on all Ground combat rolls this round from the start of the Action Phase.
Primary Ability:
High Alert - Place the high Alert token in a system. Your ships in the system with the High Alert Token gain +1 movement and +1 on all combat rolls. If you move any ships from the system you may move the token with them. Remove the token at the end of the Phase.
Major Offensive - Immediately remove one of your Command Counters from the board and place it back into your command Pool.

Secondary Ability:
Frontier Security -
Spend a Strategy Allocation Counter and choose up to 2 of your Destroyers/Cruisers anywhere on the board. Each ship may now move to an adjacent empty (non-home) system. Then place 1 of your CC's from your reinforcements in the destination system. Then you may move up to 2 ships from unactivated systems into an adjacent system you control. This does not activate that system.



8.9 Technology
Primary Abilities:
Science Community -
Receive 3 Yellow Tech Counters. Approve new Research Agreements and then all players receive 1 Tech Counter for each un-exhausted planet they control with a Tech Specialty, each Scientist on a Tech Specialty Planet, Each Artifact you control, and your Research Agreements.
Skunk Works - Buy one Technology advance for which you have the necessary prerequisites with 8 Technology Counters of the appropriate color, Resources or Trade Goods.
Technology Breakthrough - Take one Technology Advance for which you have the necessary prerequisites for free

Secondary Ability:
Research Labs -
Spend a Strategy Allocation counter to buy for 6 Tech counters of the appropriate color, Resources, or Trade Goods 1 Technology for which you have the necessary prerequisites.
(The Winnu and Jol-Nar racial abilities apply to this card.)




9.5 Imperial
Special -
After selecting this Strategy Card immediately reveal cards from the top of the Objective Deck equal to the number of bonus counters on this card.
Primary Ability:
Establishing Claims - Reveal the top card from the Objective Deck. Then Draw the top three cards from the Objective Deck. Choose one to place on top of the deck and place the other two at the bottom of that stages deck. You may then claim one objective for which you qualify for. You may not claim a Special or Secret Objective with this card.
Then choose an Institute and place it on a non-home planet you control. Institutes can not be located on planets with Facilities. You may then pay to do the secondary.

Secondary Ability:
Institutional Knowledge -
Spend a Strategy Allocation counter to perform the power of one of your Institutes. You may spend as many Strategy Allocation Counters as you have Institutes if you want. You may then Purchase an additional Institute for 6 resources or Trade Goods.



Again thanks to
Lance Harrop
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for showing me these variants and allowing me to make my own copies and tweaks for my own games.
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Ash Fulkerson
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nice this is for the expansion right?
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Martin DeOlden
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This is for my own variant of the game with the Expansion. These SC's I use combine the Strategy Cards from the regular edition and the expansion into 1 set.
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Alex Smith
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This is awesome! Could you explain or link to
1) The Elder Aid Deck
2) Technology Counters
3) Research Agreement?
Thanks!
Alex
 
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Martin DeOlden
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All the files are hosted on my mediafire account
http://www.mediafire.com/?fhcos9ggav3d4

The strategy cards primary file is the one that has the newer strat cards as well as the file for the elders and ancients.

The research agreements are a new agreement that are made during the tech strat card and are similar to trade agreements but they give tech counters instead. These counters are based on your current tech planets. Instead of using discount to purchase techs you receive a counter for these planets. This way you can store up for a later turn or even trade them like Trade tokens are between players and bribe with them instead of using Trade tokens or both.
The agreements are broken in the same way as Trade Agreements.
The Elder Aid deck is used when the Ancients Strategy card is used and these add more element into the game that can help or sometimes hinder another player. (You could get more units or kill off an opponents leader)
 
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