Twilight Imperium Rules

This is a work in progress.

This website contains the rules for Fantasy Flight’s fourth edition of Twilight Imperium.

Also available are various notes on those rules, based on rules found in other sections, rulings from Dane Beltrami and/or Fantasy Flight, or community consensus.

All information on this website is based off of v2.0 of the Living Rules Reference, released November 2020. This includes the Prophecy of Kings expansion. Notes are also available for the Codices, up to and including the Codex III, released April 2022.

For more on Twilight Imperium, please see its page on the Fantasy Flight website.

Rule Topics

  1. Abilities
  2. Action Cards
  3. Action Phase
  4. Active Player
  5. Active System
  6. Adjacency
  7. Agenda Card
  8. Agenda Phase
  9. Anomalies
  10. Anti–Fighter Barrage
  11. Asteroid Field
  12. Attach
  13. Attacker
  14. Blockaded
  15. Bombardment
  16. Capacity
  17. Capture
  18. Combat
  19. Command Sheet
  20. Command Tokens
  21. Commodities
  22. Component Action
  23. Component Limitations
  24. Construction
  25. Control
  26. Cost
  27. Custodians Token
  28. Deals
  29. Defender
  30. Deploy
  31. Destroyed
  32. Diplomacy
  33. Elimination
  34. Exhausted
  35. Exploration
  36. Fighter Tokens
  37. Fleet Pool
  38. Frontier Tokens
  39. Game Board
  40. Game Round
  41. Gravity Rift
  42. Ground Combat
  43. Ground Forces
  44. Hyperlanes
  45. Imperial
  46. Infantry Tokens
  47. Influence
  48. Initiative Order
  49. Invasion
  50. Leader Sheet
  51. Leaders
  52. Leadership
  53. Legendary Planets
  54. Mecatol Rex
  55. Mechs
  56. Modifiers
  57. Move
  58. Movement
  59. Nebula
  60. Neighbors
  61. Objective Cards
  62. Opponent
  63. PDS
  64. Planets
  65. Planetary Shield
  66. Politics
  67. Producing Units
  68. Production
  69. Promissory Notes
  70. Purge
  71. Readied
  72. Reinforcements
  73. Relics
  74. Rerolls
  75. Resources
  76. Ships
  77. Space Cannon
  78. Space Combat
  79. Space Dock
  80. Speaker
  81. Status Phase
  82. Strategic Action
  83. Strategy Card
  84. Strategy Phase
  85. Structures
  86. Supernova
  87. Sustain Damage
  88. System Tiles
  89. Tactical Action
  90. Technology
  91. Technology (S.C.)
  92. Trade
  93. Trade Goods
  94. Transactions
  95. Transport
  96. Units
  97. Unit Upgrades
  98. Victory Points
  99. Warfare
  100. Wormhole Nexus
  101. Wormholes

Faction Notes

  1. The Arborec
  2. The Argent Flight
  3. The Barony of Letnev
  4. The Clan of Saar
  5. The Council Keleres
  6. The Embers of Muaat
  7. The Emirates of Hacan
  8. The Empyrean
  9. The Federation of Sol
  10. The Ghosts of Creuss
  11. The L1Z1X Mindnet
  12. The Mahact Gene–Sorcerers
  13. The Mentak Coalition
  14. The Naalu Collective
  15. The Naaz–Rokha Alliance
  16. The Nekro Virus
  17. The Nomad
  18. Sardakk N’orr
  19. The Titans of Ul
  20. The Universities of Jol–Nar
  21. The Vuil’raith Cabal
  22. The Winnu
  23. The Xxcha Kingdom
  24. The Yin Brotherhood
  25. The Yssaril Tribes

Component Notes

  1. Action Cards
  2. Agendas
  3. Exploration Cards
  4. Objectives
  5. Promissory Notes
  6. Relics
  7. Technology
  8. Units