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Twilight Imperium

by Fantasy Flight Games
5.0 out of 5 stars  See all reviews (2 customer reviews)
RRP: 53.06
Price: 49.99 & FREE Delivery in the UK. Details
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In stock on August 1, 2014.
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  • Requires the base game of Twilight Imperium
  • Includes 40 plastic unit pieces
  • 3-4 hours
  • 3-6 players
  • Ages 13+
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Frequently Bought Together

Twilight Imperium + Twilight Imperium: Shards of the Throne + Twilight Imperium: Final Days of an Empire: Rex Board Game
Price For All Three: 133.13

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Product Information

Technical Details
Item Weight3.7 Kg
Product Dimensions10.8 x 59.1 x 29.8 cm
Manufacturer recommended age:14 years and up
Item model numberTI03
Main Language(s)English, English published
Number of Puzzle Pieces1
Additional Information
Best Sellers Rank 13,348 in Toys & Games (See top 100)
Shipping Weight3.7 Kg
Delivery Destinations:Visit the Delivery Destinations Help page to see where this item can be delivered.
Date First Available1 Jan 2007

Product Safety

This product is subject to specific safety warnings
  • Warning: Not suitable for children under 36 months
  • Warning: Toy inside. Adult supervision recommended

Product Description

Product Description

The legacy of a ruined empire silently echoes across the stars, its presence still felt as a timeless entity. It is hope. It is a promise. It corrodes the dreams of a peaceful universe into visions of alluring conquest, propelling the entire galaxy into an endless struggle for power. Shards of the Throne is an epic expansion for Twilight Imperium, adding new races, new units, and many new options to create an even more incredible power struggle in the far reaches of the galaxy. Mercenaries, Mechanized Units, and all-new Flagship units give players more options for customizing their fleets and Ground Forces, while the Political Intrigue option will crank up the agendas and espionage of the political phase. Also adding Race-Specific Technologies, alternate Strategy Cards, new System Tiles, Space Domains, and an all-new scenario that puts one player in control of the legendary Lazax Empire, Shards of the Throne creates a completely new way to wage your galactic conquests! •40 new plastic unit pieces in all 8 colors •3 new races: The Arborec, The Ghosts of Creuss, and The Nekro Virus •An all-new scenario in which one player controls the legendary Lazax Empire •New rules options including Mercenaries, Representatives, Mechanized Units, and Flagships

Product Description

An age of twilight shall once more spread across the galaxy. A broken empire shall once more be re-forged. Hidden powers from dark space shall come forth to make an ancient claim. War shall rage across space. Secret treaties, political whispers, and devious plots shall again echo through the halls of the imperial city on Mecatol Rex. TI3 is an epic empire-building game of interstellar conflict, trade, and struggle for power. Players take the roles of ancient galactic civilizations, each seeking to seize the imperial throne via warfare, diplomacy, and technological progression. With new oversize geomorphic board tiles, finely detailed plastic miniatures, hundreds of cards, and a massive plurality of options, TI3 will ship in a massive, epic-size box, with more than 200 masterfully sculpted oversize plastic miniatures - the typical TI units (Ground Forces, Cruisers, Dreadnaughts, Carriers, Fighters, PDS, and Space Docks) as well as two new units (the massive War Sun, and the Destroyer). TI3 contains new oversize board tiles, more than 400 cards, every known civilization of the Twilight Imperium universe, almost every expansion rule and component ever published for TI, a gorgeous graphical overhaul, and an impressive full color rules set. The TI gameplay has been refined and redone by original designer Christian T. Petersen. The new design features faster gameplay, and involves players in a far more active game experience with much less down-time. In addition, TI3 will include the new Race Cards, as well a dramatic new approach to the structure of the gameplay itself using the new Command system. Are you ready for another age of Twilight?

Customer Questions & Answers

Customer Reviews

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Most Helpful Customer Reviews
2 of 2 people found the following review helpful
5.0 out of 5 stars Complex but a huge amount of fun 6 May 2013
Format:Toy|Verified Purchase
Expensive, but worth it if you're looking for a complex, involving board game which has everything from space battles to planetary invasions and back-stabbing galactic politics. Players each control a faction carving out control of a shattered galactic empire. The game is designed to ensure there's plenty of friction from the word go, and though players can form alliances in the end there will only be one winner.

Its complexity means it's also time-consuming: half a day for a three to four player game, and the more players you add the longer it takes. With expansions you can have up to eight players -- which means writing off your entire weekend!

There are pale copies of TI out there, but this game really is the daddy.
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2 of 2 people found the following review helpful
5.0 out of 5 stars Amazing space conquering game 16 Feb 2013
Format:Toy|Verified Purchase
It is amazing game. Very versatile. It combines several board gaming techniques that some of you might recognize from games like Puerto Rico (the turn based exchange of roles), Settlers of Catan (hexagon tiles type of map building; conquering territories for recourses) and Risk (building forces and attacking enemy territories; solving conflicts with turn based dice fight). Another gaming technique (that is new to me at least) that brings nice twist to the game is the political card – simulating a parliament type of experience where players vote for laws that can change entirely certain game rules.

The background of the universe and the races reminds of Star Wars and Star Trek. There are multiple races among which each player can choose to play with; each race has few special feats that bring different bonuses to the players.

The game requires a lot of concentration, patience and a lot of free time, since the first learning games can take up to 8-9 hours (when played by 6 persons). After several games you may bring this time down to 5 and I guess even 4 hours if you play very regularly with the same set of players. Not recommended for kids. The box says 13+, but I would even say they should be older, since the set of rules is vast and quite complicated. But again this is what makes this game so good.
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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 4.6 out of 5 stars  51 reviews
87 of 88 people found the following review helpful
5.0 out of 5 stars Review and Rule Changes 24 Oct 2005
By Scott Potter - Published on Amazon.com
Durability: 5.0 out of 5 stars    Educational: 3.0 out of 5 stars    Fun: 5.0 out of 5 stars   
Twilight Imperium is one of the best games I have ever played. As a student at college, my friends and have 1-2 board game nights per week; with Twilight Imperium and Acquire being the most played games. I would highly recommend this game, though the learning curve is rather steep (an hour at to learn the rules) and the game takes a long time to play (4+ hours). If you are looking for a conquest game like RISK, stop reading now. Twilight Imperium is based on maneuvering, preparation, and diplomacy with few significant battles in the game.

The game is played to victory 10 points and unlike most war games, conquest is not the only means of victory. Points are acquired through capturing planets but also "researching" technology, and political decisions. The method of determining turn order is also quite original. Each player chooses a card (1-8) which in addition to being the order in which the players play, gives each player a special ability for that round. To further add interest each card has a secondary ability which all the other players can use when the player owning the card uses it. As a result not only are broad discussion (like conquest or technology) important but every turn can be critical as the players ability to ace often depends directly on when and how the other players act. This may seem as if it would slow the game, but a restriction on how many turns a player can take per round keeps the game moving nicely but keeps strategy extremely important through out.

This is not to say I don't have a few complaints about the game. The first couple of times we played we noticed some imbalances which led to certain having a definite advantage and the game always trending in the same way. There are 3 ways to get these points. Every player can complete common objectives, a new one being revealed each turn. A player gets 2 points every time they get the 8 card, and a player has a secret objective which can be worth two points. Our problem was that everyone accomplished the same common objectives. Because the 8 is so valuable, whoever went first had to take the 8, the person on their right then always took the 1 (and so they chose first next turn), so they could get the 8 next turn. Anyone who failed to follow this pattern automatically became 2 points behind, and never could catch up. The result is that there is little strategy to taking the 8 or the 1. Finally the secret objectives vary greatly in difficulty. As a result players who got easy secret objectives, or got to go first were far more likely to win. In fact in our first 3 games (5 players), the player who went first won 2 of them, and the only player that completed his secret objective in the 3rd game, won that one. At this point we were ready to give up on the game but instead we played around with the rules and came up with a slightly variation which greatly helped improve the game. If you do buy this game I highly recommend trying this variation after playing the normal rules a couple of times.

Rule Variation:
Many of these rule variations were taken from the Twilight Imperium Rule Variations which can be found (...)

1) The 8 card's text has been modified to the Game Option: Ancient Throne which gives a player 1 point for controlling Mecatol Rex. This modification greatly increases the strategy in choosing the 8 or 1.

2) Long War Variant: Play to 14 victory points. This will be necessary due to rule change # 3.

3) A player receives 2 victory points if they capture a planet in an opponent's home system. A player may only get points for a home system once. If the owner of the home system was not in control of the planet when it was captured this is reduced to 1 point. The reason for this rule was to encourage conquest (something that was seriously lacking in our previous games). The point reduction rule is to help prevent two players from allying to take a home system (since one of the players will not get all the points).

4) Every player receives 2 secret objectives. After creating the board but before the first turn each player must choose and discard one of them. This rule helps reduce the problem of unbalanced (in terms of difficulty) secret objectives.

5) You may only complete public objectives if you control all the planets in your home system (you may complete other objectives however). This allows players to slow down a player who gets too far ahead.

6) Destroyers get 4x Anti-fighter barrage. Destroyers are the weakest units in the game; this makes them a little better, but still hardly worth using.

7) The common objectives are laid face up on the table (you may still only complete the first after the first turn, second after the second, etc). This reduces the luck involved near the end of the game, as every one knows what is coming.

8) Technology can be purchased with influence or resources (but no combination). This rule helps balance the planets so everyone has more equal resources.

These rules seem to be very effective. While most players still get all of the common objectives, winning the game now depends on controlling Mecatol Rex, completing secret objectives or taking home systems. Players have been very successful using any combination of these three methods, and no race has done better or worse than any other. While these may seem to lead to large amount of conquest, this has never been the case, with only 3-10 major battles occurring in 4 player games.
26 of 30 people found the following review helpful
5.0 out of 5 stars Some things you should know... 9 Oct 2005
By David W. Casteel Jr. - Published on Amazon.com
Durability: 4.0 out of 5 stars    Educational: 1.0 out of 5 stars    Fun: 5.0 out of 5 stars   
Twilight Imperium is a space conquest board game with many different ways to win and numerous things that make it new and different every time you play.

You can win one of any three ways in TI. You can win by conquering all of your opponents(much like Risk), by accumulating points(much like Settlers of Catan), or by some random game events that come up in cards that are drawn occasionally.

This game has 10 races that you randomly choose from at the beginning of each game. The "universe" is made up of 30-40 some odd hex tiles that are randomly placed to create a unique and changing universe every time.

The game supports 3-6 players, each having their own unique color, counters, 60+ unit pieces, markers, tokens, etc. All of the pieces are made of a very thick cardboard stock and are quite sturdy. They seemed to be covered in a canvas type material making them moderately water resistant. The actual unit pieces are a medium hardness molded plastic making them tough as well as being well detailed. A typical game takes 3-4 hours. The learning curve is moderate to high and for that reason it is recommend for ages 14+, the numerous small pieces DO represent a choking hazard and the game is not recommended for small children up to age 3.

All in all, this game is AMAZING. It feels like an epic adventure every time! I haven't been this happy about a purchase in ages, so go out and give Twilight Imperium a try, you'll be glad you did.
42 of 51 people found the following review helpful
2.0 out of 5 stars The greatest game you will never play. 22 Sep 2012
By Mason J. L. - Published on Amazon.com
Durability: 4.0 out of 5 stars    Educational: 3.0 out of 5 stars    Fun: 5.0 out of 5 stars   
Let begin with this: THIS GAME IS AMAZING!

It is phenomenal in every way. It balances really well and the rules, as copious as they are, are well thought out and intuitive. You can learn them with ease but it will take some time to get through them all. The game is also really fun and the theme is spectacular. The gameplay is so deep that it feels so much more sophisticated than any board game I've ever played. The biggest problem I have with the game is that it never leaves my shelf. The game is great and I recommend it for anyone with some other roommates that have similar schedules but the problem with the game is the length of time it takes to play.The product description says about 3 hours but that is, in my experience, way underestimated.Of the five games I have played, it usually took about 7 or 8 hours, the fastest game was 5 hours. That big chunk of time is just too much especially for 4 or 5 people to all be in the same place at the same time. If that is not a problem then I say you should buy it, but for 70 bucks, the one game that you might play just isn't worth it.
8 of 8 people found the following review helpful
5.0 out of 5 stars Are you ready for a new level of gaming? 22 Jun 2010
By Francis Booth Lynch - Published on Amazon.com
Format:Toy|Verified Purchase
Durability: 5.0 out of 5 stars    Educational: 2.0 out of 5 stars    Fun: 5.0 out of 5 stars   
My history as a gamer is a little different from most. I started playing Axis & Allies when I was young and before I played Risk. For the rest of my life, up until now, I have been happy to play Axis & Allies and all of its successive manifestations. I have always introduced new friends to it through all stages of my life. Then I played this thing and realized that in gaming terms I have been rubbing two sticks together while everyone else had blow torches. The current group of friends that I have introduced to Axis & Allies all concur and will play this every session if I bring it up.
The depth this game provides is unprecedented. The mechanics are in step with any game today and as far as I can tell are not considered outdated. In fact TI may be responsible for a new trend which combines euro games with Ameritrash. If you like board games and are looking for more meat, this game is for you.
The other reviews are correct, there is a learning curve and its worth every second you spend. The game is long, indeed its too long. I really don't care, an unfinished game of TI is better than any complete A&A session.
This is the boardgame version of Masters of Orion, but even better than that.
The player interaction is great. The objectives force you to be careful about alliances. The politics along with strategy cards give the players many ways to win the game. You can play with the same race and have to win a different way each time.
If you are in your teens and early twenties with a lot of time on your hands, then I envy you. You are about to really have a good time. If you are older with family to take care of, then you will have to lose sleep on occasion to make the time to play this game, and it will be worth it.
If the only games you have played to this point are party games or kids games you should be warned that this will take some getting used to. There have been large leaps in gaming innovations since Monopoly and the game requires some commitment from the player. That is quite different from the way many of us have grown up playing games. We are used to taking it out of the box and then having fun with little hassle. If you try this you will wonder why you ever spent so much time on such a shallow experience.
I really hope you enjoy TI!
5 of 5 people found the following review helpful
5.0 out of 5 stars A Fantastic "Marathon" Game 19 Aug 2010
By DeeJaye6 - Published on Amazon.com
Durability: 4.0 out of 5 stars    Educational: 3.0 out of 5 stars    Fun: 5.0 out of 5 stars   
I start this by saying that if you are not a fan of marathon games (those taking 4 or more hours to play), you will probably not like this game. However, if you like games that combine exploration, combat, trade, technology trees, and diplomacy in a game that has virtually unlimited replayability, the hours spent playing will go by so fast your head will spin!

There are ways to set up the board for 3, 4, 5, and 6 players, and the "board" is composed of sturdy cardboard hexagons beautifully printed with planets, starscapes, asteroids, novae, etc. The ships are all identical from player to player except for color, but the detail is amazing! And with ten species to choose from, each with their own individual strengths and weaknesses (the game recommends they be handed out randomly), along with the random tile setup of each board, there is a statistically improbable chance to ever see the same game twice! Add to that the factor of which tech people will research in a game (do I want better combat ships, or more productive colonies?), which action cards will come up for voting, and just plain human chaotic nature, and it makes it even more fun!

There is a learning curve, but no more so than with most, and if even one person (usually the owner) knows the rules, you can be underway in about 15 minutes (board setup included). Now, the first time the box is opened, you will have a task of popping the ships off their plastic trees (be careful with the carriers; they can twist the wrong way and break, I've heard!), popping the galaxy tiles out of their cards, and then popping out hundreds of chits from their trees. This can take a little while.

As the species in the game have their own planet(s), chits, and other race-based items, you may find it useful to put each species card (and sundry items) in large Zip-Loc bags for fast setup. Of course, this means a slower cleanup when the game is over, but believe me, the next time you want to play (and you *will* want to play again!), you'll appreciate what you did at the end of the last game! (That, or you'll be cursing yourself for not doing it!) ;-)
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