Twilight Imperium Wiki

For info on version symbols see Version Tracking BG Icon POK Icon C1 Icon C2 icon C3 Icon C4 Icon TE Icon

Questions or requests? visit my message wall! - @Gowigglytuff

READ MORE

Twilight Imperium Wiki
Twilight Imperium Wiki

This page will contain an analysis of all possible sources of points in Twilight Imperium Fourth Edition.

Point types[]

Source Points Text Number in deck Losable (once scored)
Objectives
Public Objectives 1 - ? - NO
Secret Objectives 1 - 3 - NO
Mecatol Rex
Custodian Point 1 - NO
Imperial Point 1 - ? - NO
Promissory Notes
Support for the Throne 1 - 5 When you receive this card, if you are not the (color) player, you must place it face-up in your play area and gain 1 Victory Point.

If you activate a system that contains 1 or more of the (color) player's units, or if the (color) player is eliminated, lose 1 Victory Point and return this card to the (color) player.

YES
Relic Cards
Shard of the Throne 1 When you gain this card, gain 1 victory point. When you lose this card, lose 1 victory point.

When a player gains control of a legendary planet you control, or a planet you control in your home system, that player gains this card.

1 YES
Crown of Emphidia 1 After you perform a tactical action, you may exhaust this card to explore 1 planet you control

At the end of the status phase, if you control the "Tomb of Emphidia" , you may purge this card to gain 1 Victory Point.

1 NO
Book of Latvinia 1 When you gain this card, research up to 2 technologies that have no prerequisites.

ACTION: Purge this card; if you control planets that have all 4 types of technology specialties, gain 1 victory point. Otherwise, gain the speaker token.

1 NO
The Silver Flame 1 The Silver Flame be exchanged as part of a transaction.

ACTION: Roll 1 die and purge this card; if the result is a 10 gain 1 victory point. Otherwise, purge your home system and all units in it; you cannot score public objectives. Put the Fracture into play if it is not already.

1 NO
Legendary Planet Ability Cards
Styx 1 When you gain this card, gain 1 victory point.

When you lose this card, lose 1 victory point.

YES
Action Cards
Imperial Rider 1 After an agenda is revealed:

You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, gain 1 victory point.

1 NO
Agenda Cards (Laws)
Holy Planet of Ixth 1 Elect a Cultural Planet

Attach this card to the elected planet's card. The planet's owner gains 1 victory point. Units on this planet cannot use PRODUCTION. When a player gains control of this planet, they gain 1 victory point. When a player loses control of this planet, they lose 1 victory point.

Note: Removed if playing with Prophecy of Kings

1 YES
Shard of the Throne 1 Elect Player

The elected player gains this card and 1 victory point. A player gains this card and 1 victory point when they win a combat against the owner of this card. Then, the previous owner of this card loses 1 victory point.

Note: Removed if playing with Prophecy of Kings

1 YES
The Crown of Emphidia 1 Elect Player

The elected player gains this card and 1 victory point. A player gains this card and 1 victory point after they gain control of a planet in the home system of this card's owner. Then, the previous owner of this card loses 1 victory point.

Note: Removed if playing with Prophecy of Kings

1 YES
Political Censure 1 Elect Player

The elected player gains this card and 1 victory point.

The elected player cannot play action cards.

If the owner of this card loses this card, they lose 1 victory point.

1 YES
Agenda Cards (Directives)
Mutiny 1 FOR : Each player who voted "For" gains 1 victory point.

AGAINST : Each player who voted "For" loses 1 victory point.

1 NO
Seed of the Empire 1 FOR : The player with most victory points gains 1 victory point.

AGAINST : The player with the fewest victory points gains 1 victory point.

1 NO

Galactic Events may also add additional avenues for scoring victory points. Twilight's Fall and other facultative modes may contain others well.

The relic Obsidian could also be considered to give an extra victory point, as it increases the limit of Secret Objectives for that player by 1.

Scoring Objectives[]

In the Status Phase, players score in initiative order. A player can only score one Public Objective and one Secret Objective (specifically Status Phase Secret Objectives) per Status Phase. Objective cards denote when they are scored at the top of the card.

In the Action Phase, a player can only score one Action Phase Secret Objective per combat. A player can score an Action Phase Secret Objective during both the space combat and the ground combat of the same tactical action.

When scoring objectives, a coexisting player counts as controlling the planet they are coexisting on.

A player can only score Public Objectives if they control all planets in their home system.

  • The Clan of Saar's Nomadic faction ability allows them to bypass this condition
  • The Crimson Rebellion's Sundered faction ability prevents them from losing this condition

There are two types of Public Objectives:

  • Stage I - worth 1 victory point each
  • Stage II - worth 2 victory points each

A Secret Objective may become Public by nature of the Classified Document Leaks agenda, or the Neuraloop relic.

  • Such an objective loses its Secret Objective status, and likewise, a player must control all planets in their home system to score it. A player can score both a Classified Documents Leak objective and another Secret Objective in the same status phase.

The directive Incentive Program adds 1 Public Objective to the list of scorable Public Objectives.

Components allowing factions to score Imperial Points and Public Objectives out of the status phase:

Source Text Number in deck
Strategy Cards
Imperial Primary Ability

Immediately score 1 public objective if you fulfill its requirements.

Gain 1 victory point if you control Mecatol Rex; otherwise, draw 1 secret objective

[Secondary Ability]

Action Cards
Overrule ACTION: Perform the primary ability of a readied or unchosen strategy card. 1
Faction Specific
Winnu Hero ACTION: Perform the primary ability of any strategy card. Then, choose any number of other players. Those players may perform the secondary ability of that strategy card. Then, purge this card.

Components allowing to exchange, steal, or keep the Imperial Strategy Card:

  • The Hacan's faction technology Quantum Datahub Node allows Hacan (and thus Nekro) to swap one of their Strategy Cards with another player's Strategy Card at the end of the strategy phase.
  • The first version of Winnu's promissory note Acquiescence allowed a player to swap 1 of their Strategy Cards with 1 of the Winnu player's Strategy Cards at the end of the strategy phase.
  • The law Checks and Balances can change how Strategy Cards are distributed in strategy phase.
  • The law Imperial Arbiter allows the elected player to swap their Strategy Card with another player at the end of the strategy phase.
  • The action card Political Stability allows a faction to keep their Strategy Card, instead of returning it, at the end of the status phase.
  • The action card Public Disgrace allows a faction to prevent another faction from picking a specific Strategy Card during the strategy phase.
  • The action card Extreme Duress incentivizes a player to play their Strategy Card this action.
  • The action card Coup d'Etat prevents a player from playing their Strategy Card this turn.

Any law can be repealed with the action card Repeal Law. If it is used on Classified Document Leaks, factions that scored the corresponding Secret Objective keep their victory points, but other factions can no longer score that Secret Objective.

Any relic can be exchanged during transactions with the action card Black Market Dealings.

Secret Objectives[]

Components allowing factions to draw and exchange Secret Objectives (including components allowing factions to perform Strategy Card 8's primary ability while not owning Mecatol Rex, or Strategy Card 8's secondary ability):

Source Text Number in deck
Strategy Cards
Imperial Primary Ability

Immediately score 1 public objective if you fulfill its requirements.

Gain 1 victory point if you control Mecatol Rex; otherwise, draw 1 secret objective.

Secondary Ability

Spend 1 token from your strategy pool to draw 1 secret objective.

Frontier Cards
Derelict Vessel Draw 1 secret objective. 2
Relic Cards
The Obsidian When you gain this card, draw 1 secret objective. You can have 1 additional scored or unscored secret objective. 1
Legendary Planet Ability Cards
Mecatol Rex You may exhaust this card and discard 1 secret objective at the end of your turn to draw 1 secret objective.
Action Cards
Black Market Dealings When you are negotiating a transaction:

You and the other player can include relics, action cards, and unscored secret objectives as part of the transaction. This card cannot be canceled.

1
Impersonation ACTION: Spend 3 influence to draw 1 secret objective. 1
Overrule ACTION: Perform the primary ability of a readied or unchosen strategy card. 1
Strategize ACTION: Perform the secondary ability of any readied or unchosen strategy card. 4
Agenda Cards (Laws)
Search Warrant Elect Player

The elected player gains this card and draws 2 secret objectives.

The owner of this card plays with their secret objectives revealed.

1
Agenda Cards (Directives)
Archived Secret Elect Player

The elected player draws 1 secret objective.

1
Galactic Crisis Pact Elect Strategy Card

Each player may perform the secondary ability of the elected strategy card without spending a command token; command tokens placed by the ability are placed from a player's reinforcements instead.

1
Faction Specific
Winnu Hero ACTION: Perform the primary ability of any strategy card. Then, choose any number of other players. Those players may perform the secondary ability of that strategy card.

Then, purge this card.

Naaz-Rokha Hero ACTION: Gain 1 relic and perform the secondary ability of up to 2 readied or unchosen strategy cards; during this action, spend command tokens from your reinforcements instead of your strategy pool.

Then, purge this card.

Components allowing a faction to see another faction's unscored Secret Objective:

Source Text Number in deck
Action Cards
Extreme Duress At the start of another player's turn, if they have a readied strategy card:

If that player's next action is not a strategic action, they discard all of their action cards, give you all of their trade goods, and show you all of their secret objectives.

1
Agenda Cards (Laws)
Search Warrant Elect Player

The elected player gains this card and draws 2 secret objectives. The owner of this card plays with their secret objectives revealed.

1
Faction Specific
Yssaril Commander Unlock condition: Have 7 action cards.

After another player activates a system that contains your units: You may look at that player's action cards, promissory notes, or secret objectives.

A player may choose to reveal any or all of the secret objective cards in their hand, if they so choose.