Based on Adrim's Strategy Guide

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Twilight Imperium IV, a game edited by Fantasy Flight Games. Copyrights Fantasy Flight Games.

Desgined by Stephane Demots (Saturn Nitrik)

How to win the game

Be objective focused

  • score atleast one public objective each round

Try to score control objectives first because these are the most difficultto achieve

Try to score tech objectives last because these cannot be taken away from you

Save trade goods for spend objectives or emergencies (use justthe planets for build)

Prepare for stage II objectives in advance

Set up a big "swing round" (4 points in one round):

  • Timing Imperialrightis essentialforthis
  • Secret objectives that can be scored during the action phase are important(there are only 5)
  • Save powerful action cards forthis moment

Anybody at 6 points is in striking distance

"Win from behind" is usually a safer strategy than "win from ahead", butit depends on the faction

  • An early big lead will paint a target on your back
  • Don'trush to score easy secret objectives

Rememberinitiative order when picking strategy cards if you suspectit will be the lastround

Never give up - even if you are 5 points behind, you can still "swing" a victory (agenda phase, transactions and a good hand of action cards can often make the difference)

Don't waste resources (command tk, fleets, cards) on an action ifit doesn't get you a point or prepare you for getting a point

Being aggressive for no reason will only turn the meta-game against you

If you completely ruin someone's chances to win you just made an enemy with no other goalthan to hunt you

Always be open fortrade and negotiations (really help others achieve their goals, you just have to be more efficient at achieving yours)

Play people against each other

Game start

Round 1:

  • If you don’t start with 2 carriers and 4 infantry, your first priority is to get those
  • If you don't have 2 starting tech,try to catch up
  • Expand and try to fill your slice

Round 2 (standard):

  • Consolidate your position
  • Prepare fleets, command tokens and action cards for a big round 3 (have objectives in mind)

Round 2 (alternative): Mecatolrush

Always

At the beginning of each action phase prepare:

  • Set planets in groups according to their intended use: unit production, command tokens, technology, objectives
  • Prepare the plastic you intend to produce
  • Prepare the action cards you want to play

Have a tech path in mind - prepare in advance the tech cards you intend to research

Know the promissory notes you got from other players and rememberto play them at the right time - also remember you can trade them

Know your opponents status

  • What abilities and technology they have
  • How many command tokens (actions left)
  • Trade goods, action cards, promissory notes
  • What objectives are they trying to score next

Remember that retreat is an important option

  • Don’t forget the Announce Retreats step
  • Always retreatif you are going to lose
  • Avoid getting into big space combats without having where to retreat

Use all your planets before you pass

When you build in your home system, instead of activating it, use the secondary of Warfare

With every build get at least 2 infantry units

Countthe sabotage cards left (there are 4)

Have a good Command Token (C.T.) economy

  • CTs are the mostimportantresource in the game
  • CTs fuel your actions and abilities
  • CTs can be converted into anything via actions

Save Riders for agendas that are “For or Against” (never play them on “Elect” agendas)

Save atleast one vote forthe second agenda

Objectives types

Control Planets (3 stage I, 4 stage II, 4 secret)

Control Space (1 stage I, 5 secret)

Spend (4 stage I, 4 stage II)

  • Influence,resources, TG's, command tokens + discard 5 action cards (secret objective)

Own Technologies (2 stage I, 2 stage II, 2 secret)

Own Units (3 secret objectives)

  • 3 Space Docks, 4 PDS, 5 Dreadnoughts

Combat(5 secret- scored in action phase)

  • Destroy war sun or flagship
  • Destroy infantry using Bombardment
  • Destroy ship using Space Canon
  • Win a combat againstthe leader
  • Win a space combat with your flagship
Ground forces mobility

Being able to quickly move yourinfantry where you need itis essential (attack or defense)

Extending yourrange:

  • makes it harderfor opponents to defend their planets against all of your of potential attacks
  • gives you more flexibility
  • makes you less predictable

There are 3 solutions for ground force mobility:

  • Gravity Drive with Dread2 and/or Carrier2 good for massive invasions or planet sniping
  • Cruiser II with Dacxive Animators and Infantry2 greatfor sniping planets butlargerinvasions are more difficultto accomplish
  • Space Dock II on the borders, expand from there

With a yellow skip Transit Diodes is a great addition to any ofthese (especially for cruisers

Tech Paths

Optimaltech path should:

  • have good synergy with yourfaction abilities
  • solve ground force mobility problem
  • have no "dead"tech (one that you never use)
  • be ready fortech objectives:
    • "own 2 tech in 2 colors"(stage I)
    • "own 2 unit upgrades"(stage I)
    • "own 3 unit upgrades"(stage II)

Otherthings to consider:

  • faction tech can be decisive for some factions
  • in a 10 point game you can research 5-7 techs
  • tech skips allow for better synergies and open more creative tech path options
  • Magen Defense Grid is almost never useful, it's usually betterto skip it
  • similarlyGraviton Laser System isn’t much use if you don’t anticipate utilizing a PDS network

Because of the "own 2 tech in 2 colors" objective there are 6 possible tech path starting points:

2 Blue + 2 Green = best synergy

  • opens: Infantry II, Carrier II, Fighter II

2 Blue + 2 Yellow= very good synergy

  • opens: Dreadnought II, Carrier II, Space Dock II

2 Red + 2 Yellow= good synergy (with a red skip)

  • opens: PDS II, Space Dock II, Destroyer II, War Sun, Cruiser II

2 Green + 2 Yellow= some synergy

  • opens: Infantry II, Space Dock II, Cruiser II

2 Red + 2 Blue = bad synergy

  • opens: Carrier II, Destroyer II

2 Red + 2 Green = worst synergy

  • opens: Infantry II, Destroyer II, Cruiser II
Action cards

You have two options for a steady flow of cards: either get Neural Motivator early or save more command tokens forthe secondary of Politics

Always know your action cards and remember to play them atthe righttime (Timing Window)

Play the junk action cards when you are closing on the seven cards hand size limit

Consider saving the good cards forthe lastrounds

Hold Public Disgrace untilthe lastround so you can block Imperialfor a potential winner

Sabotage is the most important action card

  • it can block someone from winning the game
  • it can protect you when you take the last point

Hold Sabotage for powerful cards like:

  • Public Disgrace (return picked strategy card)
  • Political Stability (keep the previous strategy c.)
  • Rise of the Messiah (+1 infantry on every planet)
  • Imperial Rider (gain aVictory Point)
  • Parley (return enemy units to space area)
  • Unexpected Action (remove your command t.)
  • Signal Jamming (place a player's command t.)
  • In the Silence of Space (move through ships)
  • Reactor Meltdown (destroy a space dock)
  • Spy (takes an action card from you)

There are 7 cards that have 4 copies in the deck: Sabotage, Direct Hit, Flank Speed , Skilled Retreat, Morale Boost, Shields Holding, Maneuvering Jets

  • the other 52 are unique

Certain action cards have precise keywords that tell you when or how the card should be played:

  • cards with the keyword “When” are played before cards with the keyword “After” (agenda phase)
  • multiple effects separated by the keyword “then”: you must resolve all effects written on the card
  • multiple effects separated by the keyword “and”: you must resolve as many effects as possible (but not necessarily all ofthem)
Strategy cards

Initiative is always important but in the last round it is often the decisive factor in winning the game

Warfare, Leadership, Technology

  • are usually picked first(especially in early game)
  • if you get one try to stall it as much as possible

Trade

  • before you take it, make sure you have neighbors and thatthey are willing to trade
  • never replenish for free

Politics

  • always consider taking it if you are picking last
  • consider selling the speaker token
  • make sure you have the first pick in the last round of the game -for this you need to take Politics the round before (players at 5-6 points)

Construction

  • play it on your firstturn so others can’t do the secondary without locking their systems

Imperial

  • always consider taking it if you have Mecatol
  • timing it right is essential for a "win from behind"

Diplomacy

Never pick it in Round 1 because you give out to the others much more than you gain.

There are some exceptions to this:

  • you have a faction that start with only 1 carrier, you pick last, you have a 5 resource system next to your home system
  • Mentak - flip a green skip and get Cruiser II R1
  • Xxcha - flip a blue skip and get Gravity Drive R1
Infantry

The mostimportant unitin the game because infantry takes and defends planets

It’s easierto defend than to take planets, that’s why the attacker has to bring more infantry

To defend a planet you need at least one more unit than the sum of bombardment dice and infantry units the attacker can bring

You don’t need to own the space area of a system if you have enough infantry on the planets

Infantry II is the most important upgrade, always consider getting it

Carrier

The mostimportant ship because ofit’s capacity

The other ships are there only to protect your carrier and it’s precious cargo: yourinfantry

The success of an invasion depends on how many infantry units you can carry

Always have at least 2 carriers on the board, (no carriers = missed opportunities)

When you switch focus from invading planets to space combat, carriers are also important because they carry the fighters: your armor

Carrier II is situational

Cruiser

Good in-between unit, but usually you get it when you don’t have enough resources for a dreadnought

Cruiser II

  • fastest ship in the game
  • great for unexpected attacks
  • great for sniping undefended planets
PDS

Their main purpose is to defend planets by blocking Bombardment

Firing before ground combat is also important

It’s usually better to put only one on a planet

  • more planets protected from Bombardment
  • a wider defensive network
  • better odds against action cards and other game effects thattarget PDS units

PDS II network with Graviton Laser System is an amazing combo, but only helps defensively

Fighter

Their main purpose is to shield your fleets (the cheapest way to absorb hits)

Fighter II

  • can be used offensively as a “swarm” by overwhelming the opponent
  • can be used defensively as a network oflone fighters that block opponent’s movement
Destroyer

Their main purpose is to shield your fleets against“assign to non-fighter ship” abilities

Can also be used:

  • to block opponent’s movement
  • to quickly get neighbors fortransactions
  • for some objectives thatrequire space control
  • against fighters (limited without upgrade)

The worst unit in the game - usually you get it to fill the production capacity or because you don’t have enough resources for a better ship

Main problem: the fleet supply itis much more important than the benefit a destroyer can bring

Destroyer II is only useful against fighter swarms

Dreadnought

The best ship in the game:

  • it has capacity
  • it has Bombard
  • it hits very well
  • it has reliable Sustain Damage (if upgraded)
  • the most upgradeable unitin the game
  • can be used offensively or defensively

Dreadnought II is amazing and you get Gravity Drive and Sarween Tools as prerequisites ...

Space Dock

Put it on high resource planets

Consider putting two space docks in a double planet system

Always have at least one fighter for protection against lone carriers

Always build at least 2 infantry units

Build as many units as production capacity allows (example: instead of building just 2 dreadnoughts, it’s better to get 1 cruiser, 2 infantry, 2 fighters and 1 dreadnought,for the same cost)

Space Dock II is only worth it if you go heavy on fighters (or sometimes infantry)

War sun

Their main purpose is to "uproot" well defended planets by ignoring Planetary Shield and very good Bombardment

it’s betterto think ofthem as big carriers

  • big capacity and always need an escort

vulnerable to

  • counter-attacks
  • Direct Hit action cards
  • assign to non-fighter ship abilities
  • pick target abilities

It takes too long to gettech and gatherresources for a war sun, so it's only viable in a 14 point game

In a 10 point game only if you have two tech skips (red-red or yellow-red) and you have the resources to getthem quickly on the board

You are limited to only two war sun units, you can't have more

There is a secret objective thattargets war suns (when you build a war sun you put a point on the table, so be ready to defend it)

Flagships types

Only worth the VP

  • bad ship build it only if you got that secret obj.
  • Muaat, Winnu, Hacan
  • Good ships to have in your fleet

    • Yssaril,Jol-Nar

    Win more good, but you don’t necessarily need it

    • makes you better at what you already excel
    • Sol, Sardakk, Letnev (against non-PDS players)

    Essential to strategy

    • important part of how you play that faction
    • L1z1x, Letnev (against PDS)

    Hole plugger

    • must get it because it fixes your weakness
    • Xxcha, Nekro, Naalu, Creuss, Mentak

    Rainy day situational

    • must getit only in some specific situations
    • Arborec, Saar
    • The gun on the table

        Yin itrather helps your meta than your battles

      Considerations regarding combat value:

      • combat 5*2: can be considered good plain ships if you are low onfleet supply
      • combat 7*2: you need to considertheir ability
      • combat 9*2: has to have a very good ability

      There is a secret objective that targets flagships (when you build your flagship you put a point on the table, so be ready to defend it)

Arborec

DIFFICULTY: HIGH

STRENGTHS

Flexible production via infantry

Holding planets very well

Snowballing into the late game

Rebounding quickly with unit production

FEARS

Early aggression

Bombardment: Letnev, Muaat, Sardakk, L1z1x

Good infantry:Yin, Sardakk, Sol

Naalu (flagship)

Nekro --> don’tresearch Letani 2

Fastfactions (early): Creuss, Saar, Sol

X-89 Bacterial Weapon

GAME PLAN

You have a very slow start and you are very vulnerable early, so be cautious and prepare for stage two and secret objectives

Try to start as speakerto secure the early survival

Get Sarween Tools and second carrier round 1 or 2

When moving, produce ground forces to increase production

Do not rush to Mecatol Rex but holding it is relatively easy if you take it

Don’t ever give yourfaction promissory note

You have a command token problem -> Leadership

“Root” into other people pie slices

Flagship is good forrecovering after a critical loss:

  • - put 5 infantry and build again in production step

Optimal tech path: Green + Yellow/Red (+ g. skip)

  • - Sarween Tools, Letani Warrior 2, Cruiser II, PDS II

Alternative tech path: Blue + Yellow

  • - Sarween Tools, Carrier II, Dreadnought II, PDS II

Alternative tech path: Yellow + Blue (+ y. skip)

  • -rush Integrated Economy, Carrier II, Dreadnought II
Barony of Letnev

DIFFICULTY: LOW

STRENGTHS

Very few weaknesses, adaptability

Best home system in the game

Non-Euclidian Shielding

FEARS

Being perceived as a threat

Mentak (flagship), Nekro, L1z1x (situational)

Pick target abilities: Yin, Creuss, Sardakk

GAME PLAN

You are a flexible early faction, you have options:

A. Lots of planets. Be aggressive early,focus on infantry, flagship and carriers in early game. Bombard and get double pie slice.Then dreds 2.

B. Lots of tech. Score tech objectives. Get 2 tech every round if possible, get a red skip. You’ll have smaller fleets, so play friendly and defensive.

C. Big fleets of big ships. Score battle objectives.

D. Economy path. Save TG’s for spend objectives and re-rolls (Munitions Reserves). Be friends with a neighbor, save CC’s for fleet supply, build large fleets of cruisers and carriers. Dreads later or not.

Put a second space dock in your home system

Munitions Reserves is most efficient with a large fleet of smaller ships, so save TG’s for big combats

Get Trade when you can -refresh only one person

Try to make the other players realize what a powerful ally you can be, sell yourfriendship

Winning space combats doesn’t get you points, not having enough infantry is your Achilles’ heel

(A) safe tech path: Blue + Yellow

  • Carrier II, Dreadnought II, L4 Disruptors, PDS II

(B), (C) strong tech path: Blue + Red (+ red skip)

  • Dreadnought II, Non-Euclidian Shielding, War Sun ?

(D) crazy tech path: Yellow + Blue

  • Cruiser II, Fighter II, Carrier II or Dreadnought II
Emirates of Hacan

DIFFICULTY: HIGH

STRENGTHS

Highest commodity number

Can trade with anyone

Able to trade action cards

Adaptable to the objectives

Quantum Datahub Node can steal a win during the final turns

FEARS

No one picks Trade SC, so you always have to

Metagame (collusion against you)

Mentak (can be a very good friend or a big pain)

GAME PLAN

Pick Trade early and often

Use your early game advantage, before you lose it: make transactions early, sell anything, buy all Trade Agreements make money and bank it

Save yourtrade goods for the ”spend” objectives - don’t spend it all on fleets, use planets for build

Maintain a well defended pie slice, score objectives

Be friends with everybody, you are a passive race

Tax people forrefreshing trade goods (mid game)

Look for opportunities to make a profit and try not to be seen as a major threat

Remember you can sell action cards at any moment, know your cards and their timing

You are the best faction at winning from behind

Optimal tech path: Blue + Yellow (+ yellow skip)

  • Neural Motivator, Dreadnought II, Quantum Datahub N.
  • Space Dock II, Fighter II

Alternative tech path: Blue + Green (+ green skip)

  • Neural Motivator, Dreadnought II, Production Biomes,
  • Infantry II and Fighter II or Carrier II

Situational tech path: Green + Yellow (+ g & y skip)

  • Quantum Datahub Node, Production Biomes
  • Space Dock II, Fighter II, Infantry II
Embers of Muaat

DIFFICULTY: HIGH

STRENGTHS

Starts with war sun

Very valuable promissory note

Has a lotto trade and can threaten well

FEARS

War sun vulnerability to

  • counter-attacks
  • Direct Hit action cards
  • assign to non-fighter ship abilities
  • pick target abilities

Mobile opponents (your HS is vulnerable early)

Lack of influence

Yssaril, Yin, L1z1x, Xxcha, Mentak, Creuss, Sardakk (late)

GAME PLAN

Early game faction: quickly get a slightly bigger slice and,then just protectit with your war suns and a PDS network - letthe objectives guide you

War sun is a negotiation tool, don’t make enemies

Sell War Sun tech across the table for anything that will get you a VP (remember fleet supply cost)

Don’t lose the war sun early, get the second one R2

Accept that you will have a command token problem - you won’t be able to fix it because of other more important ones, so don’t use your Star Forge to stall, use it only to protect your war sun

Use Warfare to protect your war sun from counter-attacks

If you get a Sabotage save it for Direct Hits

Optimal tech path: Blue + Yellow (+ blue skip)

  • Gravity Drive, PDS II, Graviton Laser System

Alternative tech path: Red + Yellow (+ red skip)

  • War Sun II is an alternative to Gravity Drive, but only if you get a red skip, otherwise it’s not worth it
Clan of Saar

DIFFICULTY: HIGH

STRENGTHS

No need to defend home system

Mobility

Flexibility

Can hide in asteroid fields

GOOD AGAINST

Slow startraces: Arborec (early),Jol-Nar(early), Muaat(early), Xxcha (early), Winnu

FEARS

Infantry clusters: Sol, Arborec (late game)

PDS networks: Xxcha,Jol-Nar(late game)

Yin (flagship, infantry), Muaat(war suns)

Late game (very large fleets with special units)

GAME PLAN

Keep moving and getting trade goods on the move

Use asteroid fields as a safe spotto hide

ChaseVPs fast and loose - Imperial is yourfriend

The secondary of Warfare doesn’t work for you so get Warfare yourself whenever you can

You consume a lot of command tokens, so influence and Leadership are important

Build units each time you activate, outnumber your opponents (you need big fleet supply)

Don’tlose your space dock (have atleast 2 in play)

Going for Mecatol Rex can work nicely for you

Early game race -take the lead and win by round 5

Optimal tech path: Yellow + Blue (+ yellow skip)

  • Chaos Mapping, Floating Factory II, then Dreadnought II and Fighter II or Carrier II
Federation of Sol

DIFFICULTY: LOW

STRENGTHS

mobility,reinforcing, holding planets

easy to take and hold Mecatol

GOOD AGAINST

Winnu, Saar

FEARS

losing carriers early

lack of influence

Bombardment: Letnev, Muaat, Sardakk, L1z1x

other infantry factions: Yin, Arborec, Nekro

Creuss - could get to Mecatol first

GAME PLAN

you are the best “Mecatol” faction, so go forit

take planets aggressively over the first 2 rounds (get and hold objective required planets)

you will have a command token problem, so focus on high influence planets, (infantry is cheap)

reinforce key planets with Orbital Drop

small mobile fleets and lots of infantry allow you to spread out and make it very difficult for others to uproot you

you will have a production capacity problem, so try to build a second production center

don’ttrade your Political Secret

early game faction - take the lead,rush to victory (late game space combats will be a problem)

optimal tech path: Blue + Green

  • take Gravity Drive and Spec Ops II as soon as possible
  • then Hyper Metabolism, Dreadnought II or go deep blue
  • Carrier II and Fighter II are situational
Ghosts of Creuss

DIFFICULTY: HIGH

STRENGTHS

Insane mobility

High commodity count

Home system is 1 extra move for others

GOOD AGAINST

Naalu,Yin, Muaat(Dimensional Splicer)

Muaat, Winnu, Arborec (R1 blockade Home System)

FEARS

Being perceived as a threat or nuisance

Early aggression

4 commodities factions can upset yourtrades

Xxcha, Mentak

GAME PLAN

Early: don’t over extend, don’t be aggressive, stay in your pie slice, don’t make enemies R1

Don’t evertake the lead, setup a big late game, prepare for stage 2 and secret objectives

You need influence - a lot of command tokens, so you can always be ready for opportunities

Pay someone to play your promissory note early so you won’t have to get Wormhole Generator

Get a Creuss wormhole in a good system (in your pie slice),then build a forward space dock there

You need Action Cards, you are a surprise faction

Optimal tech path: Green + Blue

  • Neural Motivator, Infantry II, Fighter II, Carrier II
  • Sarween Tools, Dreadnought II

Alternative tech path: Red + Blue

  • Dimensional Splicer, PDS II, Dreadnought II, Space Dock II

Alternative tech path: Red + Yellow(+ red skip)

  • Dimensional Splicer, PDS II, War Sun, Space Dock II
L1Z1X Mindset

DIFFICULTY: LOW

STRENGTHS

Having 2 capacity dreadnoughts that hit on a 4 is the best reason to pick this race

The best startin the game (outside of Jol-Nar)

Best race attaking planets

Your ability to take a space dock,then produce units makes you very scary

GOOD AGAINST

Fighter screens (your flagship): Naalu, Saar, Muaat

Ground forces (Harrow): Sol, Arborec, Yin

FEARS

Being perceived as a threat

PDS II: Mentak, Xxcha,Jol-Nar

Letnev, Sardakk

GAME PLAN

Mid game faction: build a Super-Dreadnaught 2 fleet and get 6 action cards ready for a big round 3

Keep taking planets and focus on objectives and influence (you need command tokens)

Don’t focus on holding the planets because you can easily take them back

5 capacity flagship and 2 capacity dreadnoughts means you don’t need carriers

Very good at scoring secret obj. and stage 2 obj.

Optimal tech path: Blue + (whatever skip you get)

  • get Super-Dreadnaught 2 quickly (double tech)
  • Inheritance Systems is an option only if you get a yellow skip and only if it’s necessary

Alternative tech path: Yellow+ (Red or Green)

  • get Inheritance Systems quickly (double tech)
  • then Super-Dreadnaught II, then whatever you need more, War Sun (if you have resources to build)
Mentak Coalition

DIFFICULTY: AVERAGE

STRENGTHS

Mirror Computing (best tech in game)

Synergy between tech / abilities (best in game)

Good faction abilities and promissory note

Fastroute to desired tech

GOOD AGAINST

Letnev, L1z1x (your flagship)

Hacan, Saarin early game (Pillage)

FEARS

Being perceived as a nuisance

PDS II: Xxcha,Jol-Nar, maybe Arborec

Nekro (flagship & ability), Naalu (fighter swarm)

GAME PLAN

Rush to Cruiser II (try round 1 with a green skip)

Use your mobility to take powerful systems

Save as much trade goods as you can until you get Mirror Computing,then use them to rebuild your fleet and for “spend” public objectives

Be aggressive early when you have the advantage, bankTG’s and prepare forthe stage II objectives

Defend your home system with your flagship and a PDS II network

Take Trade S.C. often,refresh all your neighbors

The “meta-game” is your Achilles’ heel

Don’t Pillage every single time, also take their commodities instead of TG’s if possible

Use Promise of Protection to gain atleast 1 ally in a 5-6 player game

Optimal tech path: Yellow + Red (+ green skip)

  • Cruiser II, PDS II, Mirror Computing
Naalu Collective

DIFFICULTY: Average

STRENGTHS

Crystal Fighters and Neuroglive are powerful

Scoring first can win you the game

Free retreats are great

GOOD AGAINST

Infantry (your flagship), Saar(after Neuroglaive)

FEARS

Early aggression

Graviton Laser System: Xxcha, L1z1x (flagship)

Space Dock II: Yin, Letnev, Mentak, Creuss

Sol, Saar(flagship), Nekro (flagship)

After you getNeuroglaive only Letnev can hurt you

GAME PLAN

Build 2 Space docks in a double planet system to help with fighter production (next to your home)

Develop a fighter screen network, making it very difficultto invade your space (after you get Neuroglive, with a few fighters placed in key systems, you can block the movement of your competitors and you can start extorting)

The only ships you need are fighters and carriers

Focus on influence (fighters are cheap) and take Leadership every time it’s available

Always have command tokens ready for Foresight

Don’t ever give yourfaction promissory note

Take the lead, stay in the lead and win by initiative

Optimal tech path: Green + (Blue orYellow)

  • rush Crystal Fighter II (b skip), Neuroglive (g skip)
  • then Carrier II, Space Dock II or Infantry II depending on what skip you get(blue or yellow)
Nekro Virus

DIFFICULTY: HIGH

STRENGTHS

Gains technology through combat

Very command token rich

Powerful in the late game due to command token wealth and the ability to stealracialtech and/or unit upgrades

GOOD AGAINST

Value tech races:Jol-Nar, L1z1x, Mentak, Sol,Xxcha

FEARS

Haters and lots oftech objectives

Letnev, Winnu (flagship), Xxcha (flagship)

Pick target abilities: Sardakk,Yin, Creuss

GAME PLAN

Don’t hunt people justforthe tech ifit doesn’t help you score objectives

Influence is notthat usefulto you

Build your economy with Trade, Leadership, or Technology early, and getrich enough from the secondaries overtime

Always take Trade ifitis available

  • ask people to send destroyers to be your neighbor, offer deals in theirfavor
  • later you can killthe destroyer and gettech

Take Mecatol Rex and other key systems, the other players will have to attack you

Bully, but avoid all-out war on multiple fronts

Sell yourracial promissory note to assure an ally

Your flagship with a stack of ground forces is one ofthe best defensive set-ups in the game, so use it on your home system or on Mecatol Rex

Choose wisely the racialtechs you wantto copy, look for synergy

You want Transit Diodes and any infantry upgrade

Sardakk N'orr

DIFFICULTY: Average

STRENGTHS

+1 to all combat rolls

+1 to ship rolls when flagship is present

Bombard 4*2 on Dreadnought

GOOD AGAINST

Muaat, Letnev, L1z1x, Jol-Nar (Exotrireme II ability)

Arborec,Yin (Bombard, Valkyrie, infantry +1)

FEARS

Lots oftech objectives

Being perceived as a threat

Nekro, Sol (capacity,Orbital Drop)

GAME PLAN

Focus on building your economy (resources) as you start from behind

Unrelenting is bestrealized with fighters and infantry, so mobility is very useful - also a double dock system is a good idea (maybe home system)

Sell your promissory note across the table as much as possible (when they need it: before combats)

Your fleets are your whole advantage, so do not lose fights else you lose your advantage

You win through efficient aggression and diplomacy

Convince the table you are weak and plan for a come from behind win

Your flagship with a fighter screen is very strong, butis not essentialto your game

There is no synergy between yourfaction techs and abilities - you have to choose a path, so tech based on the objectives and the otherfactions

Tech skips are very valuable for you

Double tech asmuch as possible; aimunit upgrades

Optimal tech path: Blue + Green

  • Neural Motivator, Fighter II, Infantry II, Carrier II

Alternative tech path: Blue + Yellow

  • Dreadnought II, Carrier II, Space Dock II

Valkyrie P.W. is an option only with 2 red skips

Universities of Jol-Nar

DIFFICULTY: LOW

STRENGTHS

The most flexible faction in the game

You start with the best fleet

You start with the most tech

You can get whatever tech you want round 2

Tech objectives are almost free points for you

FEARS

The meta game

Early aggression

Saar, Sardakk, Nekro, Mentak, Yin

GAME PLAN

Get a tech per turn, build defense, score objectives

If you decide to take Mecatol Rex do it early

You can’t take and hold planets very well (early game), so build your economy through trading

Sell your promissory note every turn, be clear about what tech you give and make sure that you will get it back

You can get War Sun in round 2, but if you intend to do it, don’t sell your promissory until you getit

Don’t take an early lead, play nice, make trades and hit big objectives in the lastrounds

Infantry (ground combat) is your Achilles’ heel

Your-1 is less important with bigger ships

You can pick any tech path, butthis is the safest:

  • Hyper Met., E-Res Siphons, PDS II, Dreadnought II

Some of the alternative tech paths:

  • War Sun, E-Res Siphons, Fighter II
  • Cruiser II, E-Res Siphons, Integrated Ec, Infantry II
Winnu

DIFFICULTY: Average

STRENGTHS

Taking Mecatol with no influence (situational)

Building a free space dock + PDS on Mecatol

Choose your starting tech, but you only get one

Otherthan that,this race is super weak

It is only playable with 3 or 4 players because of the double Strategy Card pick

FEARS

Aggression at any time

Factions that can get Mecatol before you: Saar, Sol, Creuss

Mobile opponents (your HS is vulnerable early): Creuss,Yssaril, Mentak

Bombardment: Letnev, Muaat, Sardakk, L1z1x

Good infantry: Sol, Sardakk

GAME PLAN

Your pie slice must have two systems with planets on the path to Mecatol, and one ofthese planets should be a yellow skip

Not a Mecatolfaction,rather a Mecatol deterrent

Try to take Mecatol first and hold it as much as you can, but prepare to also score elsewhere

Round 1 you must get Warfare (or Politics), and you must build a second carrier and 2 infantry

You have no abilities, you are the weakest faction:

  • secure your home system with a lot of infantry
  • trade for any advantage you can find, beg for it
  • when somebody tries to take advantage of your weakness ask for help from the others
  • try to get promissory notes from the others
  • don’t evertake the lead

Optimal tech path: Yellow + Blue (+ yellow skip)

  • Hegemonic Trade Policy is your only strength, so your starting tech must be Sarwin Tools
  • then Space Dock II, Gravity Drive, Carrier II

Situational tech path: Blue + Yellow

  • if you are speaker and if Hacan or Xxcha is playing you might get the blue tech first,then go yellow
  • R1 pick Technology --> get Gravity Drive
  • get the extra resource for a carrier and 2 infantry
Xxcha Kingdom

DIFFICULTY: HIGH

STRENGTHS

Trade, negotiation, difficultto attack

Diplomacy is similarto Warfare for you (early)

People mustrespect you and they are better off being yourfriend than your enemy

You have valuable services that people will pay for at certain points in the game

GOOD AGAINST

Fighter screens: Naalu, Sol (early), Muaat

Saar, Arborec (early

FEARS

No one picks Diplomacy SC (early game)

Duranium Armor: Letnev (faction techs, flagship)

Ground force clusters: Sol, Arborec,Yin

L/W Deflector, mobility: Creuss,Yssaril (flagship)

GAME PLAN

Your abilities are defensive, you don’t score well

Your flagship is your only offensive ability, get it as fast as possible, but don’t lose it early

Quickly grab a slightly bigger slice and lock it with a PDS network (don’t get PDS II until you need it, but you have to be ready forit)

Don’t overinvestinto defense,rememberto score

Focus on influence (command tokens for abilities)

Sell your abilities: Quash and Instinct Training

For mobility get Cruiser II, or put Space Docks 2 on the borders and expand from there

  • alternative: Gravity Drive if you get a blue skip R1

Standard tech path: Yellow + Green (+ yellow skip)

  • Neural Motivator, Cruiser II, Nullification Field
  • PDS II, Instinct Training, Infantry II

optimal tech path: Yellow + Blue (+ blue skip R1)

  • Gravity Drive, Plasma Scoring, PDS II
  • Nullification Field, Dreadnought II, Fighter II
Yin Brotherhood

DIFFICULTY: AVERAGE

STRENGTHS

Solid racial abilities and a great starting fleet

You are very good at winning ground combat

You are very good at holding planets

You are usually awkward to attack and most people will prefer notto mess with you

0/2 or 1/2 planets are greatin your hands due to yourracial ability

GOOD AGAINST

Planets with 1-2 infantry: all in the early game

Saar, Sol (early), Muaat(early)

FEARS

Not being seen as dangerous

PDS: Xxcha,Jol-Nar, Mentak

Infantry flood: Arborec (late), Sol (late)

Bombard: L1z1x, Letnev, Muaat(late), Sardakk

GAME PLAN

Defensive faction with a strong starting fleet

  • use your advantage before the others get strong
  • get many planets as fast as possible + Mecatol
  • it is easier for you to defend than to take planets

Focus on influence (planets with 0/2 are perfect)

For defense: spread destroyers through your pie slice and putthe flagship in your home system

Always have atleast one 0/2 planet available for Indoctrination even after you pass

Always take Leadership and Warfare if available

You have the ability to cause significant damage for a very low cost, so that makes you dangerous:

  • threaten everyone without actually having to follow through

Optimal tech path: Yellow + Green (+ yellow skip)

  • Transit Diodes, put a Space Dock II on Mecatol
  • then get Infantry II

Alternative tech path: Green + Yellow(+ red skip)

  • Neural Motivator, Cruiser II, Infantry II
  • Daxcive Animators + Cruiser II = sniping planets

Situational tech path: Red + Yellow

  • PDS II, Cruiser II, Space Dock II
Yssaril Tribes

DIFFICULTY: LOW

STRENGTHS

A hand full of useful action cards late game makes this a scary race to attack

Starting with 5 influence in your home system gives you some flexibility

A great start combined with a fast flagship

FEARS

Drawing the wrong action cards

Xxcha (Instinct Training)

Multiple attacks on multiple fronts will consume your deck fast

GAME PLAN

Get the secondary of Politics as often as possible

Craft a powerful hand of action cards and craft a game plan around them and the objectives, look for synergies

Focus on influence as you will wantthe secondary of Imperial as well -this faction is very good at scoring secret objectives

Consider stalling Warfare turn 1 and stalling Leadership turns 2-3 if you have the opportunity (this can greatly hinder the other players)

You don’t have to take Mecatol Rex to win, but it might make sense at certain points

Your flagship has movement 2, so use it

  • it can also be used to sneak into a neighboring undefended home system (see ability)

Don’t ever give your promissory note (as a non-binding deal, you can sell cards via Spy Net, but only try this if you really trust the buyer)

Stay under the radar - end with a 4 points surprise

Optimal tech path: Green + Blue (+ blue skip)

  • T. Plating, Hyper Metabolism, Mageon Implants
  • then Gravity Drive, Infantry II, Fighter II