TI4 core rules

Base game + Prophecy of Kings + Thunder’s Edge, with Codex updates. 10 VP. Faction content left out: read the sheets on the table.

Game round

  1. Strategy phase. Speaker first, then clockwise: each player picks 1 strategy card (5–8 players pick 1; 3–4 players pick 2). Then put 1 trade good on each card nobody took.
  2. Action phase. In initiative order (lowest card number first), each player takes one action, round and round, until everyone has passed. You can’t pass until you’ve done your strategic action.
  3. Status phase.
    1. Score objectives in initiative order: up to 1 public and 1 secret.
    2. Speaker reveals the next public objective.
    3. Everyone draws 1 action card.
    4. Take your command tokens back off the board.
    5. Gain 2 command tokens; you may redistribute all your tokens between pools.
    6. Ready all exhausted cards (planets, tech, etc.).
    7. Repair damaged units.
    8. Return strategy cards.
  4. Agenda phase. Only once the Custodians token has been taken off Mecatol Rex. Two agendas are voted on, then ready all planets. See Agenda phase.

Actions on your turn (pick one)

Tactical
Spend a tactic token to activate a system (not one that already has your token): move, then space combat, invasion and production, in that order (below).
Strategic
Do your strategy card’s primary ability. Every other player may then do the secondary, which usually costs a token from their strategy pool.
Component
An “ACTION:” from an action card, tech, leader, relic, promissory note, etc.
Pass
Only once your strategy card is used. After passing you take no more turns this round, but you can still do secondaries and play non-action cards.

Tactical action, step by step

  1. Activate: put a tactic-pool token in the system.
  2. Move: ships whose move value can reach it move in. They can’t leave a system that holds your own command token, and can’t move through a system with enemy ships. Ships with capacity carry fighters and ground forces. Then space cannon offense: PDS in or next to the system may fire at ships there.
  3. Space combat if two players have ships in the system.
  4. Invasion: bombardment, then land ground forces, then space cannon defense (PDS on the planet), then ground combat, then take control. Taking a planet exhausts it, and you explore it if you haven’t controlled it before (PoK).
  5. Production: any of your space docks in the system may build units.

Command tokens & economy

Pools
Tactic: to activate systems. Fleet: the number of non-fighter ships you may have in each system. Strategy: to do other players’ secondaries. You start with 3 / 3 / 2 and have 16 tokens in total.
Gaining
2 each status phase. The Leadership card gives more, including 1 token per 3 influence spent.
Resources
Exhaust planets to pay for units and tech.
Influence
Exhaust planets for votes, Leadership tokens and the Custodians (6 influence).
Trade goods
Each is worth 1 resource or 1 influence, but they can’t be used as votes. You get them from unchosen strategy cards, the Trade card, and commodities that are traded.
Commodities
They’re worth nothing to you, and refill to your faction’s limit when Trade lets you. Give them to another player and they become trade goods for that player.
Transactions
During your turn you may make one transaction with each neighbour (a player whose units or planets share or border a system with yours). You can swap trade goods, commodities, promissory notes and action cards.
Production
A space dock’s production is its planet’s resources plus its dock bonus (see Units). Fighters and infantry cost 1 for 2. You can’t build ships into a system that has enemy ships.
Capacity
Fighters and ground forces need room in ships. Fighters left over beyond capacity are removed at the end of movement or production.
Hand limit
7 action cards; discard down to 7 when you go over.
Limits
Units are limited by the plastic you have, apart from fighters and infantry, which use tokens. Command tokens are limited to 16.

Combat & invasion

Hits
Roll a d10 for each combat die. Each result equal to or higher than the unit’s combat value is a hit. The defender assigns the hits.
Space combat
Before round 1, anti-fighter barrage (AFB) fires. Each round: either side may announce a retreat, then both roll, then assign hits. A retreat happens at the end of the round, to an adjacent system that has your units or planets and no enemy ships. Combat continues until only one side has ships left.
Sustain damage
Units with this ability cancel 1 hit by becoming damaged. They are repaired in the status phase.
Bombardment
Fires before ground forces land. Planetary shield (PDS) stops it; the war sun ignores the shield.
Space cannon
Offense: fires at ships moving into the active system or one next to it. Defense: fires at ground forces landing on the PDS’s planet.
Ground combat
Rounds repeat until only one side is left. Infantry and mechs roll, and mechs can sustain damage.
Mecatol Rex
To land there the first time, spend 6 influence to remove the Custodians: you gain 1 VP, and agenda phases start from then on.

Strategy cards

Strategy cards

1Leadership

Primary: Gain 3 command tokens. Then you may spend any amount of influence to gain 1 more command token per 3 influence spent.

Secondary: No command token cost. Spend any amount of influence to gain 1 command token per 3 influence spent.

2Diplomacy

Primary: Choose 1 system (not Mecatol Rex's) containing a planet you control; every other player places a command token from reinforcements there. Then ready up to 2 of your exhausted planets (anywhere).

Secondary: Spend 1 strategy-pool token to ready up to 2 exhausted planets you control.

3Politics

Primary: Give the speaker token to a player other than the current speaker. Draw 2 action cards. Look at the top 2 agenda cards and put each on the top or bottom of the deck in any order.

Secondary: Spend 1 strategy-pool token to draw 2 action cards.

4Construction

Primary: Either place 1 structure on a planet you control, or use the PRODUCTION of 1 of your space docks. Then place 1 structure on a planet you control.

Secondary: Spend 1 strategy-pool token to place 1 structure on a planet you control (unlike older versions, the token is not placed in that system).

5Trade

Primary: Gain 3 trade goods. Replenish your commodities. Choose any number of other players; they may use this card's secondary without spending a command token.

Secondary: Spend 1 strategy-pool token (free if the active player chose you) to replenish your commodities.

6Warfare

Primary: Perform a tactical action in any system without placing a command token, even one already holding your token; the system still counts as activated. You may redistribute your command tokens before and after.

Secondary: Spend 1 strategy-pool token to use the PRODUCTION of your units in your home system (any units with PRODUCTION, not just space docks).

7Technology

Primary: Research 1 technology. Then you may spend 6 resources to research 1 more.

Secondary: Spend 1 strategy-pool token and 4 resources to research 1 technology.

8Imperial

Primary: Immediately score 1 public objective whose requirements you meet. Then gain 1 victory point if you control Mecatol Rex; if you don't, draw 1 secret objective.

Secondary: Spend 1 strategy-pool token to draw 1 secret objective.

Scoring

  • Play to 10 VP. The game ends the moment a player reaches it; on a simultaneous tie, earliest in initiative order wins.
  • Setup: deal 5 stage I and 5 stage II public objectives face down; reveal 2 stage I. Each player draws 2 secret objectives and keeps 1.
  • Status phase, step 1: in initiative order, each player may score up to 1 public objective and up to 1 status-phase secret objective.
  • Status phase, step 2: the speaker reveals the next public objective. Stage II objectives appear only after all stage I are revealed. If none are left to reveal, the game ends and the most VP wins (ties: earliest initiative).
  • You can only score public objectives if you control every planet in your home system. Secret objectives have no such restriction.
  • 'Spend' objectives are paid when you score them, not from earlier spending. Each objective can be scored only once per player.
  • Imperial's primary lets you score 1 public objective during the action phase, plus 1 VP for holding Mecatol Rex.
  • Secret objectives: at most 3 in total (scored plus unscored) in your play area; draw over that and you return an unscored one to the deck. The Obsidian relic raises the limit to 4.
  • Action-phase secrets are scored the moment you meet the condition; only 1 per combat (space and ground combat of one tactical action count separately). Agenda-phase secrets can be scored any time during that phase.
  • Only the player holding a secret objective may score it; once scored it stays face up in their play area and counts toward the limit.
  • Thunder's Edge: space stations are not planets for objectives (e.g. Expand Borders, trait or tech-specialty counts).
  • Thunder's Edge: one Thunder's Edge expedition slice costs discarding 1 unscored secret objective, and Mecatol Rex's legendary ability can swap a secret objective at end of turn.

The objective cards themselves are on Reference decks.

Other ways to get VP

  • Custodians token (Mecatol Rex) The first player to land ground forces on Mecatol Rex must spend 6 influence to do so; they remove the custodians token and gain 1 VP. From then on, each round includes an agenda phase.
  • Imperial (strategy card 8) Primary: score 1 public objective you qualify for right away (in the action phase), then gain 1 VP if you control Mecatol Rex (otherwise draw a secret objective). Overrule can also trigger this primary.
  • Support for the Throne (promissory note) Each player's own note. Whoever receives another player's copy puts it face up and gains 1 VP; they lose that VP and return it if they activate a system with that player's units, or if that player is eliminated.
  • Political Censure (agenda, law)PoK Elect a player: they take this card and gain 1 VP, and cannot play action cards. If they lose the card, they lose the 1 VP.
  • Mutiny (agenda, directive) FOR: everyone who voted For gains 1 VP. AGAINST: everyone who voted For loses 1 VP.
  • Seed of an Empire (agenda, directive) FOR: the player with the most VP gains 1 VP. AGAINST: the player with the fewest VP gains 1 VP.
  • Classified Document Leaks (agenda, law) Elect a scored secret objective; it becomes a public objective that anyone (controlling their home planets) can score. Discard and redraw if no secret has been scored yet.
  • Incentive Program (agenda, directive)PoK FOR: reveal 1 extra stage I public objective. AGAINST: reveal 1 extra stage II public objective.
  • Imperial Rider (action card) Play after an agenda is revealed: you can't vote on it; predict an outcome aloud, and gain 1 VP if it wins.
  • Shard of the Throne (relic)PoK Gain 1 VP when you gain it, lose 1 VP when you lose it. Anyone who takes control of one of your legendary planets or a planet in your home system takes this card.
  • The Crown of Emphidia (relic)PoK After a tactical action, exhaust to explore 1 planet you control. At the end of the status phase, if you control the Tomb of Emphidia, you may purge it to gain 1 VP.
  • The Obsidian (relic)PoK When gained, draw 1 secret objective. You may hold 1 extra secret objective (scored or unscored), i.e. a 4-secret limit.
  • Book of Latvinia (relic)Cdx When gained, research up to 2 technologies with no prerequisites. ACTION: purge it; gain 1 VP if you control planets with all 4 technology specialty types, otherwise take the speaker token.
  • Neuraloop (relic)Cdx When a public objective is revealed, you may purge one of your relics to replace it with a random objective from any objective deck (even a secret); it counts as a public objective.
  • The Silver Flame (relic)TE Can be traded in transactions. ACTION: roll 1 die and purge it. On a 10, gain 1 VP. Otherwise purge your home system and its units, you can't score public objectives, and the Fracture enters play.
  • Styx (Fracture legendary planet)TE Gain 1 VP when you gain its legendary ability card; lose 1 VP when you lose it. Only reachable once the Fracture is in play.
  • Mecatol Rex legendary ability (The Galactic Council)TE Not a VP itself: at the end of your turn, exhaust it to discard 1 secret objective and draw a new one.

Agenda phase

  • There is no agenda phase until the custodians token is removed from Mecatol Rex; from then on it follows the status phase every round.
  • Two agendas are resolved each agenda phase, one after the other.
  • The speaker draws the top agenda and reads it aloud, with all its outcomes.
  • Starting with the speaker and going clockwise, players may play 'When an agenda is revealed' effects (e.g. Veto), then 'After an agenda is revealed' effects (riders etc.). After-windows repeat until nobody wants to play more.
  • Voting starts with the player to the speaker's left and goes clockwise; the speaker votes last.
  • To vote, exhaust any number of your planets and cast votes equal to their total influence (each planet's full value) for one outcome. TE space stations can also be exhausted for their influence as votes.
  • All of a player's votes on an agenda go to one outcome, declared aloud. Extra votes from other effects must go to that same outcome.
  • Trade goods cannot be spent as votes. You may abstain; casting 0 votes counts as abstaining.
  • For 'Elect' agendas, votes go to an eligible target (a player can vote for themselves); elect-planet votes must name a planet some player controls. TE space stations cannot be elected as planets.
  • The outcome with the most votes resolves. On a tie, or if nobody votes, the speaker chooses the outcome (this is not a vote).
  • A law that passes (For or any Elect) stays in play; directives and Against results on laws are discarded.
  • Outcomes affecting several players resolve in speaker order; riders and predictions resolve after the agenda, also in speaker order.
  • Each pair of players may make 1 transaction per agenda, even if they are not neighbors.
  • After the second agenda, each player readies all their exhausted planets (only planets: not techs, leaders or relics). Then a new round begins with the strategy phase.

Board features

  • Anomalies (general) Red-bordered systems. They can contain planets, and a system can be two anomaly types at once (both apply). Wormhole and empty systems aren't anomalies.
  • Asteroid field Ships can't move into or through it (Antimass Deflectors lifts this).
  • Nebula Ships can enter only as the active system (so no passing through or retreating in). Ships starting movement there have move 1. The defender gets +1 on space combat rolls there.
  • Supernova Ships can't move into or through it.
  • Gravity riftCdx A ship moving out of or through it gets +1 move, then rolls 1 die as it leaves: on 1–3 it's removed with its cargo. Ending movement in a rift: no bonus, no roll.
  • Entropic scarTE No unit abilities (space cannon, AFB, bombardment, production, sustain damage…) by or against units in it; wormhole tokens can't go there. Start of status phase: if you have ships in one, spend 1 strategy token to gain 1 of your faction techs, ignoring prerequisites (once per scar).
  • Wormholes: alpha and beta Systems with matching wormholes are adjacent (α–α, β–β) for movement, neighbours and transactions. PDS II can fire through them.
  • Gamma wormholesPoK All γ wormholes are adjacent to each other: the Wormhole Nexus plus tokens from some exploration cards and an agenda.
  • Delta wormhole Creuss only (their gate tile and home system); see their faction sheet.
  • Epsilon wormholeTE Crimson Rebellion only (The Sorrow and their home). Other players' units moved or placed into the Rebellion home system are destroyed.
  • Ion stormPoK Frontier-card token: α on one side, β on the other. Flip it at the end of any movement or retreat in which a ship used it.
  • Wormhole Nexus / MallicePoK Off-board, counts as an edge system. Starts inactive (γ only); flips to active (α + β + γ) when a unit moves or is placed there, or someone gains Mallice. Mallice: 0/3 cultural legendary; exhaust at end of turn to gain 2 trade goods or convert all commodities.
  • HyperlanesPoK Not systems: no units, can't be targeted. Systems joined by a drawn lane are adjacent for everything. Lanes that only meet at a point don't connect, and a hyperlane side isn't a board edge.
  • Mecatol Rex and the custodians 1/6, no trait. No ground forces may land while the custodians token is there. Before committing ground forces, spend 6 influence to remove it (then you must commit 1+): gain 1 VP, and agenda phases begin that round.
  • Mecatol Rex Omega (TE)TE The tile 112 version is legendary: at the end of your turn, exhaust it to discard 1 secret objective and draw 1.
  • Legendary planetsPoK Gaining one also gives its ability card. It exhausts and readies separately from the planet (readies in the status phase; effects that ready planets don't ready it).
  • Planet traitsPoK Cultural, hazardous, industrial: used by objectives and to choose the exploration deck. Mecatol Rex and home planets have none. TE dual-trait planets count as both; pick the deck when exploring.
  • Technology specialties Exhaust a planet with a specialty (instead of spending it) to ignore 1 prerequisite of that colour.
  • Frontier tokensPoK Setup: 1 in every system with no planets (never on hyperlanes). After a tactical action there with your ships, Dark Energy Tap (or another effect) lets you explore it: draw a frontier card, discard the token.
  • Space stationsTE You control one while you're the only player with units in its system, and keep it until another player moves ships in and wins any combat. Gained exhausted. Spend for resources, influence and votes; not a planet for objectives, structures, ground forces or elect-planet agendas. Each gives +1 commodity value; exhaust any time to convert your commodities to trade goods. Station owners can transact without being neighbours.
  • Relic icon planetsTE Draw 1 relic when you first gain one (all four Fracture planets).
  • Board edgePoK Outer-ring systems, plus the Wormhole Nexus and every Fracture system. Edge counts for objectives.