|Number of Players
|| Dane Beltrami, Corey Konieczka, Christian T. Petersen
||Fantasy Flight Games
Twilight Imperium (Fourth Edition) is a game of galactic conquest where 3-6 players take on the role of one of seventeen factions vying for galactic domination through military might, political maneuvering, and economic bargaining. Every faction gives a completely different play experience, from the wormhole-hopping Ghosts of Creuss to the Emirates of Hacan, masters of trade and economics. These seventeen races give many paths to victory, but only one may sit upon the throne of Mecatol Rex as the new masters of the galaxy.
No two games of Twilight Imperium are ever the same. At the beginning of each galactic age, the game board is uniquely and strategically constructed using 51 galaxy tiles that feature everything from lush new planets and supernovas to asteroid fields and gravity rifts. Players are dealt a hand of these tiles and take turns developing the galaxy around Mecatol Rex, the capital planet seated in the center of the board. An ion storm might block your race from progressing through the galaxy while a fortuitously placed gravity rift might protect you from your closest foes. The galaxy is yours to both create and dominate.
A round of Twilight Imperium starts with players selecting one of eight strategy cards that both determine player order and give their owner a unique strategic action for that round. These might do anything from providing additional command tokens to allowing a player to control trade throughout the galaxy. After these roles are chosen, players take turns moving their fleets from system to system, claiming new planets for their empire, and engaging in warfare and trade with other factions. At the end of a turn, players group in a grand council to pass new laws and agendas, shaking up the game in unpredictable ways.
After every player has passed their turn, players move up the victory track by checking to see if they have completed any objectives throughout the turn and scoring them. Objectives are determined by setting up ten public objective cards at the beginning of each game, then gradually revealing them with every round. Every player also picks between two random secret objectives at the start of the game, providing victory points achievable only by the holder of that objective. These objectives can be various from researching new technologies to taking your neighbor's home system. At the end of each turn, a player can claim one public objective and one secret objective. As play continues, more of these objectives are shown and more secret objectives are dealt out, giving players dynamically changing goals throughout the game. Game ends when a player reaches 10 victory points.