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CreditsFANTASY FLIGHT GAMESFOURTH EDITION DEVELOPMENTORIGINAL GAME DESIGN ANDTWILIGHT IMPERIUM SETTING AND FICTIONPRODUCERDane Beltrami with Corey KonieczkaChristian T. PetersenJason WaldenTECHNICAL WRITINGAdam BakerEDITING AND PROOFREADINGMark PollardBOARD GAME MANAGERTWILIGHT IMPERIUM STORY REVIEWGRAPHIC DESIGNJames KniffenMatt Newman, Katrina Ostrander, and Sam StewartChristopher Hosch with WiL SpringerGRAPHIC DESIGN MANAGERBrian SchomburgCOVER ARTScott SchomburgMAP TILE ARTStephen SomersINTERIOR ART Cristi Balanescu, Anders Finér, Tomasz Jedruszek,Alex Kim, and David Auden NashART DIRECTIONSCULPTINGAndy ChristensenNeil Hagre, with Bexley Andrajack and Akshay PathakSCULPTING COORDINATORNiklas NormanMANAGING ART DIRECTORMelissa ShetlerQUALITY ASSURANCE COORDINATORSENIOR PROJECT MANAGERSENIOR MANAGER OF PRODUCT DEVELOPMENTCREATIVE DIRECTORZach TewalthomasJohn Franz-WichlaczChris GerberAndrew NavaroASMODEE NORTH AMERICAPRODUCTION COORDINATION Marcia Colby, Jason Glawe,Liza Lundgren, and Johanna WhitingPRODUCTION MANAGEMENTMegan Duehn and Jason BeaudoinPLAYTESTERS: Jason Aiken, Maxwell Andersen, Victor Andrade, Michael Beck, Tyler Beckett, Thomas Black, Zach Blomme, BrandonBockhold, Michael Bomholt, JS Bragg, Ben Burch, Jonathan Bush, Stefano Carlino, Andrew Carr, Matt Carter, Federico Castelo, Kara Centell-Dunk,Roy Chartier, Daniel Lovat Clark, John Clarke, Kevin Collins, Rebecca Corner, Glenn Cullen, Hayden Cunmingham, Caterina D’Agostini, Stuart Day,Chris J Davis, Andrea Dell’Agnese & Julia Faeta, Pablo Densen, Ariel Dominelli, Tony Fanchi, Andrew Fischer, Simon Forsbrook, Alix Talbot Gagner,David Gagner, Ian Gillings, Molly Glover, Tino Gouvras, Chris Hardin, Alex Hartman, Ben Hodgson, Grace Holdinghaus, Chris Huter, Nate Kaplan,Daniel Keith, Erik Kemnitz, Jason Kerr, Jewel Kerr, Kees-jan Kleef, Lawrence Keohane, Ben Kline, Oli Lan, Jamie Lewis, Josh Lewis, Scott Lewis,Mark Larson, Ty Lunch, Kenneth Mackinnon, Greg Mahlum, Federico Martínez, Pim Mauve, Chris Mayfield, Michael McFadgen, Sam McGrath, MaxMcLaughlin-Callan, Sawyer Meegan, Mihai Georgescu, Troy Miller, Peter Leo Minor, Glenn Mondro, Riley Mullins, Will Mundy, Nathan Neeson,Ken Nelson, Eli Ninnemann, Ciaran O’Sullivan, Spencer Palmer, Robert Parkinson, Ryan Peck, Brandon Perdue, Ben Pletcher, Alex Porter, JeremyRainbow, Kendra Rainbow, Scott Randolph, Mike Reynolds, Daniel Smith, Joshua Stocks, Kramer Straube, Taylor Swain, AJ Swanson, Zach Tedford,Zeb Tedford, James Thorne, Jake Tighe, Regine Mualla Tighe, Aaron Uchytil, Jan-cees Voogd, Joris Voogd, Mark Wilkie, and Brandon WilliamsSpecial thanks to all of our beta testers. A special thank you to Michael Bomholt, Scott Lewis, Matt Martens, and Dustin Shuntafor your assistance, and an additional thank you to everyone who submittedquestions and suggestions for the FAQ.FANTASYFLIGHTGAMESFantasy Flight Games1995 West County Road B2Roseville, MN 55113USA 2017 Fantasy Flight Games. Twilight Imperium, Fantasy Flight Games,and the FFG logo are registered trademarks of Fantasy Flight Games.

ChangelogLIVING RULES REFERENCE VERSION 1.1 02/03/18ERRATA Devotion . . . . . . . . . . . . . . . . . . . . Yin Faction Ability Diplomacy . . . . . . . . . . . . . . . . . . . . . . . . Strategy Card Hyper Metabolism . . . . . . . . . . . . . . . . . . Technology Matriarch . . . . . . . . . . . . . . . . . . . . . . . . Naalu Flagship Unstable Planet . . . . . . . . . . . . . . . . . . . . . Action Card Veto . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Action CardCORRECTIONS Timing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . page 4 Complete Setup . . . . . . . . . . . . . . step 12, substep iii Action Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.9, 2.10 Commodities . . . . . . . . . . . . . . . . . . . . . . . . . . 20.2, 20.3 Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49.4 Space Combat . . . . . . . . . . . . . . . . . . . . . . . . . 67.5, 67.7 Warfare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88.3ADDITIONS AND CLARIFICATIONS Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.12 Action Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.6, 2.7 Action Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.3 Adjacency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.2, 6.3 Command Tokens . . . . . . . . . . . . . . . . . . . . . . 19.3, 19.6 Component Limitations . . . . . . . . . . . . . . . . . . . . . 22.4 Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24.5 Fleet Pool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34.1 Gravity Rift . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37.2 Ground Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . 38.4 Producing Units . . . . . . . . . . . . . . . . . . . . . . . . . . 58.6 Production . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59.1 Space Combat . . . . . . . . . . . . . . . . . . . . . . . . . 67.9 Valefar Assimilator . . . . . . . . . . . 79.16–79.21 Trade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81.4 Transactions . . . . . . . . . . . . . . . . . . . . . . . 83.6 Victory Points . . . . . . . . . . . . . . . . . . . . . 87.7

USING THIS REFERENCEThis document is the definitive source for all Twilight Imperium:Fourth Edition rules. The Living Rules Reference will occasionally beupdated with additions, clarifications, errata, and an FAQ, changes towhich are listed- on page 3. Additionally, the related topics of eachentry can be clicked to navigate to the associated section.This reference includes two main sections: advanced concepts andthe glossary. The advanced concepts section contains general rulesthat players should learn after playing their first game, including thecomplete setup rules.The glossary provides players with detailed rules and clarificationslisted in alphabetical order by topic. Players are encouraged to usethe index on page 32 to find specific topics within the glossary.ADVANCED CONCEPTSGOLDEN RULESThe golden rules are fundamental game concepts on which all othergame rules are built. If information in this Rules Reference contradicts the Learnto Play booklet, the Rules Reference takes precedence. If a card ability contradicts information in the RulesReference, the card takes precedence. If both the card andthe rules can be followed at the same time, they should be. If a card or faction ability uses the word “cannot,” it isabsolute and cannot be overridden by other abilities.TIMINGDuring the action phase, if there are multiple abilities that playerswish to resolve at the same time, each player takes a turn resolvingan ability in initiative order, beginning with the active player.This process continues until each player has resolved all the abilitiesthat he wishes to resolve during that timing window.During the strategy and agenda phases, if there are multiple abilitiesthat players wish to resolve at the same time, each player takes aturn resolving an ability starting with the speaker and proceedingclockwise. This process continues until each player has resolved allthe abilities that he wishes to resolve during that timing window. Formore information about timing and ability resolution, see “Abilities”on page 6.COMPLETE SETUPThis section describes how to set up a game using all of theadvanced rules. Note that some of these steps vary slightly from the“First-Game Setup” rules.STEP 1—DETERMINE SPEAKER: Randomly determine one playerto gain the speaker token; he is the speaker.4STEP 2 —CHOOSE FACTIONS: Each player chooses one factionsheet; this is his faction for the game.STEP 3—GATHER FACTION COMPONENTS: Each player takesthe following components that match his faction. Each player placeshis faction sheet and all of his faction’s components in his play area.Players return all unused faction components to the game box. 1 home system tile 1 faction promissory note 17 control tokens 2 faction technology cards 16 command tokens faction-specific tokensNOTE: Only the Naalu Collective, the Nekro Virus, and the Ghostsof Creuss have faction-specific tokens.STEP 4—CHOOSE COLOR: Each player chooses one color and takesthe following components corresponding to that color. Each playerplaces his plastic units and command sheet in his play area. 59 plastic units 25 technology cards 1 command sheet 4 promissory notesEach player combines his color-specific and faction technologycards into one technology deck and his color-specific and factionpromissory note cards into one promissory note deck. Then, heplaces these decks in his play area.STEP 5—DISTRIBUTE STARTING PLANET CARDS: Each playertakes the planet cards that correspond to the planets in his homesystem and places them faceup in his play area.STEP 6—CREATE GAME BOARD: Place the Mecatol Rex systemtile in the center of the common play area—this is the center of thegalaxy. The galaxy will consist of three rings around Mecatol Rex.Each player’s home systems will be in a set position in the third ring.Use the “Game Board Setup” diagram to estimate where players’home systems will be placed based on each player’s position aroundthe game area. Then, create the game board following these steps:SEPARATE SYSTEMS: Separate the system tiles into twoi.piles using the color on the back of each tile: one pile ofblue-backed system tiles and one pile of red-backed systemtiles. Green-backed system tiles are home systems and arenot separated into piles in this way.ii. DEAL SYSTEM TILES: Shuffle each pile of system tilesfacedown. Then, deal facedown system tiles to each playeraccording to player count: THREE-PLAYER: Six blue and two red tiles are dealt to FOUR-PLAYER: Five blue and three red tiles are dealt to FIVE-PLAYER: Four blue and two red tiles are dealt to each each player.each player.player.SIX-PLAYER: Three blue and two red tiles are dealt to eachplayer.

NOTE: For a five-player game, one additional system tile will beneeded. Before placing system tiles, the speaker draws one randomred-backed system tile and places it faceup in any space adjacent toMecatol Rex.GAME BOARD SETUPiii. PLACE SYSTEM TILES: First, players place their homesystems in the approximate positions where they will connectto the galaxy. Then, starting with the speaker and proceedingclockwise, each player places one system tile faceup inthe first ring around Mecatol Rex. After the last player hasplaced his first tile, he places a second tile. Then, the orderof tile placement reverses and proceeds counterclockwise,until it reaches the speaker again, who places two tiles. Then,tile placement reverses again and proceeds clockwise. Thisprocess repeats until players have placed all of their tiles. 2 4 2Six-Player SetupFive-Player SetupFour-Player SetupThree-Player SetupEach ring around Mecatol Rex must be fully built beforeany tile can be placed in the next ring. Anomaly systemtiles cannot be placed next to one another unless thereis no other option. Additionally, system tiles that containthe same type of wormhole cannot be placed next to oneanother unless there is no other option. After placing all ofthe dealt system tiles, players attach their home systems tothe rest of the galaxy.NOTE: During a five-player game, three players will be at a slightdisadvantage based on their home systems’ starting positions on thegame board. After creating the game board, those players receivetrade goods based on their positions. Use the diagram to the right todetermine how many trade goods each of those players receives.STEP 7—PLACE CUSTODIANS TOKEN: Place the custodianstoken in the center of the game board on Mecatol Rex.STEP 8—SHUFFLE COMMON DECKS: Shuffle the action card,the common play area for trade good tokens, fighter tokens, andinfantry tokens.STEP 10—GATHER STRATEGY CARDS: Place each of the eightstrategy cards faceup in the common play area within reach ofthe speaker.STEP 11—GATHER STARTING COMPONENTS: Each player gainsthe starting technologies and starting units listed on the back of hisfaction sheet. Each player places the technology cards faceup nearhis faction sheet and the starting units in his home system.Each player places three command tokens in his tactic pool, threecommand tokens in his fleet pool, and two command tokens in hisstrategy pool.Ring 1Home SystemRing 2Ring 3agenda, stage I objective, stage II objective, and secret objectivedecks separately and place them in the common play area.STEP 9—CREATE SUPPLY: Gather and create separate piles inMecatol RexSTEP 12—PREPARE OBJECTIVES: Prepare objectives as follows:i.Each player draws two secret objectives and chooses one tokeep. Shuffle the unchosen secret objectives back into thesecret objective deck without revealing them.ii. Place the victory point track near the game board. As a group,players decide whether to play with the 10- or 14-space sideof the victory point track faceup. Each player places one of hiscontrol tokens on the “0” space of the track.iii. The speaker deals five facedown stage I objectives andplaces them in a row above the victory point track. Then, hedeals five facedown stage II objectives and places them in arow below the victory point track.iv. The speaker reveals the first two stage I objectives.5

GLOSSARY This glossary provides players with detailed rules for TwilightImperium: Fourth Edition, organized by topic. Players areencouraged to use the index on page 32 to find specific topicswithin the glossary.1ABILITIES1.13Cards and faction sheets each have abilities that players can resolveto trigger various game effects.1.11.21.31.41.51.61.71.81.91.101.111.12If the timing of an ability uses the word “when,” the ability’seffect occurs at the moment of the described timing event. Each ability describes when and how a player can resolve it.If a card has multiple abilities, each ability is presented as itsown paragraph.1.14If an ability begins with a bolded “Action,” a player must use acomponent action during the action phase to resolve that ability.1.15If an ability uses the word “cannot,” that effect is absolute.When a player resolves an ability, he must resolve the abilityin its entirety. Any parts of the ability preceded by the word“may” are optional, and the player resolving the ability maychoose not to resolve those parts.1.161.17Abilities on components that remain in play are mandatoryunless they use the word “may.”1.18If an ability has multiple effects separated by the word “and,” aplayer must resolve as many of the ability’s effects as possible.However, if he cannot resolve all of its effects, he is allowed toresolve as many as he can.1.19COSTS1.20Some abilities have a cost that is followed by an effect. Thecost of an ability is separated from the effect by the word “to”or by a semicolon. A player cannot resolve the effect of such anability if he cannot resolve that ability’s cost.Some examples of an ability’s cost include spending resources,spending trade goods, spending command tokens, exhaustingcards, and activating specific systems.1.22TIMINGIf the timing of an ability uses the word “before” or “after,” theability’s effect occurs immediately before or after the describedtiming event, respectively. For example, if an ability is resolved “after a ship isdestroyed,” the ability must be resolved as soon as the shipis destroyed and not later during that turn or round.1.23Such an ability typically modifies or replaces the timingevent in some way.Effects that occur “when” an event happens take priority overeffects that occur “after” an event happens.If an ability uses the word “then,” a player must resolve theeffect that occurs before the word “then” before resolvingthe effect that occurs after the word “then.”Each ability can be resolved once for each occurrence of thatability’s timing event. For example, if an ability is resolved “Atthe start of combat,” it can be resolved at the start of each combat.COMPONENT-SPECIFIC RULESThe opening paragraph of each ability found on an action carddescribes when a player can resolve that card’s ability.The opening paragraph of most abilities found on promissorynotes describes when a player can resolve that card’s ability. 1.21After the last round of a combat, abilities that occur “aftera round of combat” and “after combat ends” occur duringthe same timing window. Likewise, at the start of the firstround of combat, abilities that occur “at the start of combat”and “at the start of a round of combat” occur during thesame timing window. The order of resolution for theseabilities follows the rules established in the timing section.Some promissory notes have abilities that trigger as soon asa player receives the card.Abilities on agenda cards correspond to an outcome. Playersresolve these abilities during the agenda phase after playersvote for a particular outcome.Each faction has faction abilities presented on its faction sheet.Each faction’s flagship has one or more unique abilities. Someabilities provide players with perpetual effects.Some units have unit abilities. These abilities are named andpresented above a unit’s attributes on a player’s faction sheetor on a unit upgrade card. Each unit ability has unique rules forwhen a player can resolve that ability. The following abilitiesare unit abilities: Anti-Fighter Barrage Production Bombardment Space Cannon Planetary Shield Sustain DamageIf a unit’s ability uses the phrase “this system” or “this planet,”the ability is referring to the system or planet that contains thatunit.RELATED TOPICS: Action Cards, Promissory Notes, Strategy Card,Technology6

2ACTION CARDS2.10Action cards provide players with various abilities that they canresolve as described on the cards.During the strategy and agenda phases, if two or more actioncards or other abilities would be resolved during the sametiming window, players should use the timing rules on page4 to determine the correct order of resolution.RELATED TOPICS: Abilities, Component Action, Politics, StatusINFILTRATEPhaseWhen you gain control of aplanet:Replace each PDS and spacedock that is on that planetwith a matching unit fromyour reinforcements.The 1X had scarcely interfaced withthe mainframe before it belongedto them completely.3During the action phase, each player takes a turn in initiative order.During a player’s turn, he performs a single action. After eachplayer has taken a turn, player turns begin again in initiative order.This process continues until all players have passed.3.12.12.22.32.42.52.6Each player draws one action card during each status phase.Players can draw action cards by resolving the primary andsecondary abilities of the “Politics” strategy card.When a player draws an action card, he takes the top card fromthe action card deck and adds it to his hand of action cards.2.93.3If a player cannot perform an action, he must pass.After a player has passed, he takes no further turns and cannotperform additional actions during that action phase. A player can still resolve transactions and “at the start ofyour turn” abilities on the turn that he passes only. A player that has passed can still resolve the secondaryability of other players’ strategy cards. It is possible for a player to perform multiple, consecutiveactions during an action phase if all other players havepassed during that action phase.A game effect can increase or decrease the number of cardsa player can have in his hand.A player’s action cards remain hidden from other players untilthey are played.3.4The first paragraph of each action card is presented in boldtext and describes the timing of when that card’s ability canbe resolved. 2.83.2During a player’s turn, he may perform one of the followingthree types of actions: a strategic action, a tactical action, or acomponent action.Each player can have a maximum of seven action cards in hishand at any time. If a player ever has more than seven actioncards, he must choose which seven cards he wishes to keep anddiscard the rest. 2.7ACTION PHASEIf an action card contains the word “Action,” a player mustuse a component action during the action phase to resolvethe ability. A player cannot resolve a component action if hecannot completely resolve its ability.Multiple action cards with the same name cannot be playedduring a single timing window to affect the same units orgame effect. Canceled cards do not count as being played.To play an action card, a player reads and resolves the card’sability text, making any decisions as prompted by the card.Then, he discards the card, placing it in the action discard pile.If an action card is canceled, that card has no effect and isdiscarded.During the action phase, if two or more action cards or otherabilities would be resolved during the same timing window,players should use the timing rules on page 4 to determinethe correct order of resolution.A player cannot pass until he has performed a strategic action. 3.5During a three-player or four-player game, a player cannotpass until he has exhausted both of his strategy cards.After all players have passed, play proceeds to the status phase.RELATED TOPICS: Component Action, Game Round, Status Phase,Strategic Action, Tactical Action4ACTIVE PLAYERThe active player is the player taking a turn during the action phase.4.14.24.3During the action phase, the player who is first in initiativeorder is the first active player.After the active player takes a turn, the next player in initiativeorder becomes the active player.After the last player in initiative order takes a turn, the playerwho is first in initiative order becomes the active player again,and turns begin again in initiative order, ignoring any playerswho have already passed.RELATED TOPICS: Action Phase, Initiative Order7

5ACTIVE SYSTEM7.4The active system is the system that is activated during a tactical action.5.15.25.35.4When a player performs a tactical action, he activates a systemby placing a command token from his tactic pool on thatsystem. That system is the active system.A player cannot activate a system that already contains one ofhis command tokens.A player can activate a system that contains command tokensthat match other players’ factions.A system remains the active system for the duration of thetactical action during which it was activated.RELATED TOPICS: Movement, Tactical Action6ADJACENCYTwo system tiles are adjacent to each other if any of the tiles’ edgesare touching each another.6.16.27.67.77.8A unit or planet is adjacent to all system tiles that are adjacentto the system tile that contains that unit or planet.If a law is discarded from play, that law’s ability is no longerin effect. Place that card on the top of the agenda card discardpile.If an “Against” outcome of a law received the most votes,players resolve the outcome and discard the agenda.Directives provide one-time game effects.When resolving a directive, players resolve the outcome thatreceived the most votes and discard the agenda card.RELATED TOPICS: Agenda Phase, Attach, Victory Points8AGENDA PHASEDuring the agenda phase, players can cast votes on agendas that canchange the rules of the game.8.1A system that has a wormhole is treated as being adjacent to asystem that has a matching wormhole. 6.37.5If a law is in a player’s play area as opposed to the commonplay area, that player owns that law.8.2Players skip the agenda phase during the early portion of eachgame. After the custodians token is removed from MecatolRex, the agenda phase is added to each game round. To resolvethe agenda phase, players perform the following steps:STEP 1—FIRST AGENDA: Players resolve the first agenda byfollowing these steps in order:A system is not adjacent to itself.i. REVEAL AGENDA: The speaker draws one agenda cardfrom the top of the agenda deck and reads it aloud toall players, including all of its possible outcomes.A planet counts as being adjacent to the system that containsthat planet.ii. VOTE: Each player, starting with the player to the leftRELATED TOPICS: Movement, Neighbors, Wormholes7of the speaker and continuing clockwise, can cast votesfor an outcome of the current agenda.AGENDA CARDiii. RESOLVE OUTCOME: Players tally each vote that wascast and resolve the outcome that received the mostvotes.Agenda cards represent galactic laws and policies. During each agendaphase, players cast votes for specific outcomes on two agenda cards.8.3COLONIALREDISTRIBUTIONDIRECTIVEElect Non-Home PlanetOther Than Mecatol RexDestroy each unit on theelected planet. Then, theplayer who controls thatplanet chooses 1 player withthe fewest victory points; thatplayer may place 1 infantryfrom his reinforcementson the elected planet.8.4There are two types of agenda cards: laws and directives.7.2Laws can permanently change the rules of the game.7.38When resolving a law, if a “For” outcome received the mostvotes, or if the law requires an election, the law’s abilitybecomes a permanent part of the game. Players resolve theoutcome and place the agenda card either in the common playarea or in a player’s play area, as dictated by the card.STEP 3—READY PLANETS: Each player readies each of hisexhausted planets. Then, a new game round begins startingwith the strategy phase.8.5VOTINGWhen voting during the agenda phase, a player can cast votes for aspecific outcome of an agenda.8.67.1STEP 2—SECOND AGENDA: Players repeat the “FirstAgenda” step of this phase for a second agenda.To cast votes, a player exhausts any number of his planets. Theplayer casts a number of votes for an outcome of his choice equalto the combined influence values of the planets he exhausted. When a player exhausts a planet to cast votes, he must castthe full amount of votes provided by that planet.

8.78.88.98.10A player cannot cast votes for multiple outcomes of the sameagenda. Each vote he casts must be for the same outcome.Some agendas have “For” and “Against” outcomes. When aplayer casts votes on such an agenda, he must cast his voteseither “For” or “Against.”Some agendas instruct players to elect either a player or a planet.When a player casts votes for such an agenda, he must cast hisvote for an eligible player or planet as described on the agenda.A player may choose to abstain by not casting any votes.8.188.198.208.218.229.3There are four types of anomalies: asteroid fields, nebulae,supernovas, and gravity rifts.Each type of anomaly is identified by its art, as follows:4442Asteroid FieldWhen casting votes, a player must declare aloud the outcomefor which his votes are being cast.8.148.179.2An anomaly is identified by a red border located on the tile’scorners.When resolving these agendas, the “elected planet” is theplanet that had the most votes cast for it.Trade goods cannot be spent to cast votes.8.169.1When resolving these agendas, the “elected player” is theplayer who had the most votes cast for him.8.138.15An anomaly is a system tile that has unique rules.When electing a planet, a player must cast votes for a planetthat is controlled by a player. 8.12ANOMALIESWhen electing a player, a player can cast votes for himself. 8.11943Nebula41SupernovaGravity RiftSome game effects allow a player to cast additional votes foran outcome. These votes cannot be cast for a different outcomethan other votes cast by that player.RELATED TOPICS: Asteroid Field, Gravity Rift, Movement,If a player cannot vote on an agenda because of a game effect,he cannot cast votes for that agenda by exhausting planets orthrough any other game effect.10OUTCOMESTo resolve an outcome, the speaker follows the instructions onthe agenda card.Nebula, Supernova, System TilesANTI-FIGHTER BARRAGE (UNIT ABILITY)A unit with the “Anti-Fighter Barrage” ability may be able todestroy an opponent’s fighters at the start of the first round of aspace combat. During the “Anti-Fighter Barrage” step of spacecombat, players perform the following steps:10.1If there is a tie for the outcome that received the most votes, thespeaker decides which of the tied outcomes to resolve.STEP 1—Each player rolls dice for each of his units in thecombat that has the “Anti-Fighter Barrage” ability; this is calledan anti-fighter barrage roll. A hit is produced for each die roll thatis equal to or greater than the unit’s anti-fighter barrage value.If an “Elect” or “For” outcome of a law was resolved, that cardremains in play and permanently affects the game. If a unit has an “Anti-Fighter Barrage” ability, it ispresented on its faction sheet and technology cards.If a directive or an “against” outcome of a law was resolved,that card is placed in the agenda discard pile. The “Anti-Fighter Barrage” ability is displayed as “AntiFighter Barrage X (Y).” The X is the minimum valueneeded for a die to produce a hit, and Y is the number ofdice rolled. Game effects that reroll, modify, or otherwise affect combatrolls do not affect anti-fighter barrage rollsSome game effects instruct a player to predict an outcome.To predict an outcome, a player declares aloud the outcomehe thinks will receive the most

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