As players move about the galaxy and expand their empire beyond their home systems, they will gain control of new planets. Ground forces and structures are usually placed on planets.
When a player gains control of a planet, they take that planet’s card and place it facedown in their play area. The planet card is taken from either the deck of planet cards or from the player who controlled it previously. Each planet card displays two values: resources on the left in yellow and influence on the right in blue. Players spend resources to acquire new units and technologies. Players spend influence to gain command tokens and to vote during the agenda phase.
If a player ever controls a planet but has no units on that planet, that player places one of the control tokens that matches their faction on that planet to mark that they control it.
Characteristics[]
This table lays out the possible characteristics that planets may have. Following sections will contain more detail on each Symbol.
Hazardous Trait
Industrial Trait
Cultural Trait
Legendary Icon
Relic Icon
Space Station Icon
Red Technology Specialty
Blue Technology Specialty
Yellow Technology Specialty
Green Technology Specialty
Resource Value
Influence Value
Planet Traits[]
Planets outside of home systems have a planet trait. There are three types of planet traits: Cultural, Hazardous, and Industrial. Planet Traits are mainly used to for scoring specific objectives (e.g. "Control 4 Cultural planets"), but also provide thematic flavor to the planet's characteristics. Hazardous planets typically have more resources and less influence, while Cultural planets typically have more influence and fewer resources.
In the Thunder's Edge expansion, some planets have two traits. These planets count as having both traits for the purpose of scoring objectives. When exploring a dual-trait planet, the player may pick which exploration deck they draw a card from (but not both).
Technology Specialty[]
Some planets have a technology specialty, marked by the symbol for either green, blue, yellow or red technology. A player that has control of one or more of these planets may exhaust them to satisfy a prerequisite of that color when researching technology (i.e. they can be used as 'technology skips'). A player must choose whether to exhaust the planet for technology OR for its resources/influence.
Some planets have dual specialties, marked by two technology symbols. When exhausting these planets to satisfy prerequisites, they may satisfy either or both prerequisites simultaneously.
Planet
Trait
Resources
Influence
Specialty
Expansion
Meer
0
4
Base Game
Gral
1
1
Base Game
Lazar
1
0
Base Game
Mehar Xull
1
3
Base Game
New Albion
1
1
Base Game
Tar'Mann
1
1
Base Game
Thibah
1
1
Base Game
Wellon
1
2
Base Game
Archon Vail
1
3
Prophecy of Kings
Ang
2
0
Prophecy of Kings
Sem-Lore
3
2
Prophecy of Kings
Vorhal
0
2
Prophecy of Kings
Velnor
2
1
Prophecy of Kings
Cealdri
0
2
Prophecy of Kings
Vega Minor
1
2
Prophecy of Kings
Rigel III
1
1
Prophecy of Kings
Olergodt
2
1
Thunder's Edge
Andeara
1
1
Thunder's Edge
Faunus
1
3
Thunder's Edge
Tempesta
1
1
Thunder's Edge
Industrex
2
0
Thunder's Edge
Tiamat
1
2
Thunder's Edge
NewTerra
1
1
Thunder's Edge
Tinnes
2
1
Thunder's Edge
Mecatol Rex[]
(Note: If playing with the Thunder's Edge expansion, Mecatol Rex has been changed to a legendary planet and is listed in the Legendary Planets page)
Mecatol Rex Tile
Updated Mecatol Rex Tile (Thunder's Edge Expansion)
"Of all the planets in the galaxy, no planet was more war-torn than Mecatol Rex. Over the course of only a few years, the planet’s ecology was ravaged by bombardments, its population nearly wiped out, and its green fields blasted into a toxic wasteland."
Mecatol Rex is the planet placed in the center of the game board during setup.
During setup, the Custodians Token is placed on Mecatol Rex. This token prevents a player from committing ground forces to land on the planet unless they spend six influence to remove the token.
Once a player does remove the Custodians Token, they place it in their play area and gain one victory point. Since the galactic council can now convene on Mecatol Rex, the agenda phase is added as the last phase of each game round.
Planet
Trait
Resources
Influence
Flavor Text
Ability
Mecatol Rex
-
1
6
Once a splendid place, now a sad devastated wasteland. Only the radiation-shielded Mecatol city, the seat of the powerful Galactic Council, remains habitable.
Once a splendid place, now a sad devastated wasteland. Only the radiation-shielded Mecatol city, the seat of the powerful Galactic Council, remains habitable.
You may exhaust this card and discard 1 secret objective at the end of your turn to draw 1 secret objective.
Legendary planets are special planets, introduced in the Prophecy of Kings expansion, that have significance within the Twilight Imperium game. They each have an associated ability listed on a special Legendary Planet Ability card.
Legendary planets are indicated by the following symbol:
Each player begins the game with their units on a system tile with planet(s) unique to their chosen faction, known as their home system. Home system tiles are differentiated with green-colored backs, and their corresponding faction's symbol in one corner.
See: Home System for a detailed list of all factions' home systems.
Its thick, complex atmosphere is inhospitable to most races, but Abyz is known for its seemingly endless natural reserves of rare minerals and precious metals.
Fria
2
0
-
Brutally cold ice world populated only by a few scattered mining camps. Despite brutal climate, highly prized for its deposits of rare ores used in starship drives.
Arinam
1
2
-
Isolated planet poor in resources but rich in natural beauty. Boasts many exotic resorts frequented by the rich and famous of the galaxy.
Meer
0
4
Hellish world immolated in the inferno of its nearby sun. Famed for the fiery majesty of its surface when viewed from the safety of its many orbital stations.
Arnor
2
1
-
Lush, green world that is renowned for some of the most fertile soil in the galaxy. Dominated by endless fields and the processing facilities of large agricultural firms.
Lor
1
2
-
Wreathed in vast seas of methane ice. Sea floor drilling platforms harvest rare crystals used in advance computers and energy weapons.
Bereg
3
1
-
A frozen world that is inhospitable to most races. Indentured laborers risk attacks from arctic sharaks in the infamous Iodinium mines.
Lirta IV
2
3
-
Covered in vast swamps and fetid bogs. Home to rare biochemical compounds unique to its marshlands used in everything from exotic foods to biogenic drugs.
Centauri
1
3
-
Venerable world with few resources but a rich history. Site of important treaties between several races during the Twilight Wars.
Gral
1
1
Backwater planet with modest resources and an unassuming populace. Most noted for the reliable and affordable vehicles produced in its factories.
Coorneeq
1
2
-
Former garden world that has subsequently enjoyed increased industrialization. Home to the esteemed Free Worlds Academy of Military Science and Research.
Resculon
2
0
-
Poor in natural resources, but a nearby nexus of major trade routes has brought it increasing wealth as interstellar commerce has intensified.
Dal Bootha
0
2
-
A populous planet whose resources have been severely depleted. Well-educated citizenry and many universities, but dependent on foreign imports.
Xxehan
1
1
-
Known for genetically complex native lifeforms adapted to tainted atmosphere and biochemistry.
Lazar
1
0
The only inhabited world in a forgettable system. Few native resources and only rudimentary, often underdeveloped, industries.
Sakulag
2
1
-
Jungle planet plagued by dangerous predators such as the arboreal razeden. Home to many exotic biochemicals and natural pharmaceuticals.
Lodor
3
1
Wealthy planet ruled by powerful biotech consortiums. Rumored to harbor hidden caches of outlawed bacterial weapons.
Alpha Wormhole
Mehar Xull
1
3
Unstable radiation belts create hazardous living conditions but facilitate research in the electro-quantum propulsion technologies.
Mellon
0
2
-
Poor in natural resources but rich in exotic plant and animal life. Protected as a planetary xenological garden and lifeform preserve.
Zohbat
3
1
-
Known for its highly intoxicating Zohlian whiskey and the planetary space elevator that links the surface with orbital stations and shipyards.
New Albion
1
1
Rare atmospheric composition and biochemistry support lifeforms unlike any others in the galaxy.
Starpoint
3
1
-
Large planet with eight small moons that supply a wide range of valuable resources. Acidic rains and toxic storms make it an unappealing destination for tourists.
Quann
2
1
Since the discovery of the Alpha Wormhole, this temperate planet with two continents and one large ocean has been a haven for traders and smugglers alike.
Beta Wormhole
Qucen'n
1
2
-
After the Twilight Wars, existed for centuries as a near-utopia of scattered communal farms free from governmental interference.
Rarron
0
3
-
Large, populous world with three distinctive moons renowned for its biomodification clinics and cyber boutiques.
Saudor
2
2
-
Prosperous planet with large native population and substantial industry. Extreme axial tilt results in long day-night cycle that some races find uncomfortable.
Tar'Mann
1
1
Small, isolated planet with small population and modest resources. Most famous for its delicious avinberries.
Tequ'ran
2
0
-
Desolate planet transformed into weapons testing facility for large defense consortiums.
Torkan
0
3
-
Populous planet almost completely dependent on foreign imports to sustain the extravagant lifestyles of its citizens.
Thibah
1
1
Burdened by overpopulation and low mineral content in the planetary crust. Historically used as a staging world for deep-space exploration and trade.
Vefut II
2
2
-
Massive, rocky world cursed with extreme gravity. Underground cities support advanced research in antigravity technologies.
Wellon
1
2
Sky cities suspended in helium-rich atmosphere more noted for fantastic views than the small quantities of exotic elements harvested by their chemical mines.
The Cormund and Everra systems are anomaly systems (Red Back, not Blue) but are listed here for the sake of comparison for planet tiles
Planet
Traits
Resources
Influence
Technology
Specialty
Flavor Text
Archon Vail
1
3
A former Xxcha colony, its extremely low temperatures create exotic molecular compounds that give the world its famed violet hue. Orbital facilities use the compounds in high-energy stardrive research
Perimeter
2
1
Former garrison world with fond memories of the Lazax. Maintains formidable military with informal ties to the Winnu. Perpendicular rings make orbital navigation difficult
Ang
2
0
High rotational speed creates extremely energized magnetosphere. Orbital taps use this to energize starship fuels and power labs developing new beam weapons
Sem-Lore
3
2
Home to the Semanora, and heavily damaged in the Twilight Wars. Rustling warship hulks litter the rod-deserts, making it a war memorial and salvage site
Vorhal
0
2
This icy world is wreathed by powerful storms, forcing inhabitants to live underground in geothermal vents. Pacifistic locals award yearly "peace prizes" to peacemakers across the galaxy
Atlas
3
1
Heavy grav world and former Sol colony famed for squat, strong inhabitants and strategic location. Visitors need support exoskeletons to move on the surface
Beta Wormhole
Primor
2
1
Large temperate world. Site of several pitched battles during the Twilight Wars due to valuable osmium deposits and a well- educated populace
Hope's End
3
0
Buried in the Ichal Nebula. The Lazax used the toxic wildlife and fierce aurora storms to train their troops. Even now, volatile weapon caches remain hidden beneath its sands.
Cormund
2
0
A remote and sparsely settled Naaz-Rokha world destroyed during early entropic field tests. Now mining corporations harvest metals from the shattered core
Gravity Rift
Everra
3
1
Ancient world of red seas and bare rocks. Locals live in wondrous nano-carbon cities built by a mysterious ancient race, and mine nearby nebulae for rare gases
Nebula
JeolIr
2
3
Heavily industrialized world. Pollution has killed all life outside of dome cities, but twin suns provide constant power for factories and huge populace
Accoen
2
3
Populace lives on continent sized fungal rafts that float atop a soupy, world-spanning ocean of useful bio-compounds. Popular research site for biologists
Kraag
2
1
A heavily irradiated world known only for its dust mines. Recently a massive "tomb" of dormant Titans was discovered in the southern hemisphere
Siig
0
2
World covered in frozen, cesium-laced oceans. Archives buried deep beneath the surface use the cold to preserve relics and operate massive computers
Ba'kal
3
2
Dry, rocky deserts stretch from pole to pole. Shield cities protect against sandstorms while supplying nomadic harvester crawlers that mine the barrens for salt compounds
Alio Prima
1
1
Wet planet covered in rivers, lakes and small seas but no oceans. Dry poles provide haven from constant floods. Numerous farms famous for luxury foodstuffs
Lisis
2
2
Primordial world with primitive native life. Potential for terraforming led to the infamous genocide of Saar settlements by Sardakk N'orr and ongoing conflicts between them and Naalu forces
Velnor
2
1
Barren world of windswept rocks and thick, murky oceans. Lack of local lifeforms allows corporations to strip-mine the surface and test orbital kinetic weapons at the poles
Cealdri
0
2
Small cities huddle on the shores of the single ocean and avoid the arid continental interiors. Mentak ships hunt departing vessels carrying bespoke cybernetics
Xanhact
0
1
Rebelled during the end of the Lazax Empire, and was bombarded to ash by a Lazax fleet as an example. Left by the Galactic Council as a memorial to Lazax tyranny
Vega Major
2
1
Most of the population resides in orbital habitats supporting mining operations in the planetary ring. Surface colonization limited due to oceanic macrosquid infestations
Vega Minor
1
2
Famous for extremely shallow seas covering most of the surface and for the renowned Vega Propulsion Corporation. Stilt cities host vibrant multi-species populations
Abaddon
1
0
A temperate planet whose low gravity allows for stunningly tall mountain ranges. Serves as a stop-over for trade routes to the nearby Vorish Cluster
Ashtroth
2
0
Covered in boggy landmasses and shallow seas. Algal blooms provide rich biomass for processed foods, but create smelly (and often toxic) offgassing
Loki
1
2
Cold and wracked with violent storms, Loki still hosts several Yssaril and human colonies, some of which have engaged in escalating shadow-conflicts
Rigel I
0
1
Hot, innermost world of the Rigel system. Cities and native life cluster inland from the heavily alkaline oceans
Rigel II
1
2
Temperate world with expansive oceans. Covered in estates and resorts for the system's elite, with extensive fisheries that feed much of the rest of the system
Rigel III
1
1
Outermost world of the Rigel system, and extensively settled despite cooler climates. Boasts a diverse range of industries and research institutions
Trapped in a space believed to be beyond our universe, a shimmering world of strange energies and disconcerting warping of physical laws sitting at the heart of a strategically vital wormhole nexus
Exists on no known charts and appears deserted to those who stumble across it. However, secretive locals live in cloaked cities heavily defended by swarms of starfighters
Lesab is either a resounding success or dangerous failure of terraforming, with its surface now dominated by a semi-sentient fungus
Olergodt
2
1
Olergodt's dozen moons create dramatic and dangerous tides, but also host a bustling mining industry
Vira-Pics III
2
3
The atmosphere on Vira-Pics III is so dense that no trace of the rugged civilization clinging to life on the planet's surface is visible from orbit
Andeara
1
1
Located deep in Shaleri space, the formerly isolated shikrai outpost on Andeara serves as a key access point to those wishing to do business with the Creuss
Alpha Wormhole
Lemox
0
3
Its twin space elevators are marvels of engineering, but industry on the planet came to a grinding halt when local spacetime collapsed
Entropic Scar
Emelpar
0
2
The legendary ruins on Emelpar's moons must certainly date to before the Lazax, but no other trace of this vanished civilization remains
Faunus
1
3
Faunus is ecologically rich, which supports the controversial biogenetics research of the Maxis order
Garbozia
2
1
Once an Imperial dumping ground, the mixture of mineral and chemical waste on Garbozia has become a resource - and a hazard - of its own
Tempesta
1
1
The frozen halo in Tempesta's sky is a potent fuel for reaction drives. The planet itself is virtually uninhabitable
Industrex
2
0
With an unusually strong planetary magnetosphere, Industrex also sports an active and quite beautiful atmosphere full of auroras
Asteroid Field
Capha
3
0
The green zones maintain a stable atmosphere, but Capha's lack of a magnetosphere means that its breathable air is swiftly stripped by cosmic wind
Kostboth
0
1
Kostboth is an infant planet, not yet cooled from its formation. A tiny community of poets and scientists lives in orbit, chronicling the planet's first era
Cresius
0
1
The techno-anchorites of the Grovian Order forbid mining of their "sacred planet" but the world is so toxic few would try anyway
Lazul Rex
2
2
Once a subsector capital, Lazul Rex has somehow endured the Twilight Wars unscathed with a fully functional government and economy
Hercalor
1
0
Overfarming devastated Hercalor's biosphere. Now the planet is a haven for rogues and pirates
Tiamat
1
2
Blessed with both a productive biome and exploitable mineral wealth, Tiamat is peaceful but surpirisingly uninterested in galactic affairs
NewTerra
1
1
Explorers were surprised to discover that this apparently lifeless rock has a rich fungal ecosystem in its interior, eating radiation from the planetoid's heavy metal core
Tinnes
2
1
"Oceans" of black sand drift in the lowlands, forcing industry and most of the planet's biome to the frigid highlands
Bellatrix
1
2
Once devoted to war, Bellatrix was thoroughly demilitarized and now espouses a pacifist philosophy
Tsion Station
1
1
The people of Bellatrix converted Tsion Station into a haven for refugees in order to atone for their past warmongering
Tarana
1
2
Visitors are encouraged to wear UV-filtering eye protection at all times, which also color-corrects the vibrant planet to a more neutral palette
Oluz Station
1
1
Built by the Kieros and refitted by the Hylar, Oluz Station consists primarily of flooded compartments for aquatic species
Horizon
1
2
Horizon's biomes are heavily stratified by elevation, with shallow seas, lowland forests, and arid, rocky highlands. Strong air currents at higher altitudes may be responsible
El'Nath
2
0
El'nath's local magnetic field is so strong that metallic objects are repelled towards the sky. Specialized tools are required for mining and industrial operations
Luthien VI
3
1
A mid-sized gas giant with unusually rich gas clouds, Luthien VI's populace live in floating cities in a narrow habitable zone just below the outer layer
The Fracture is a special area of the play board, that can can come into play due to several effects. Planets in the Fracture are unique in that they are guarded by Neutral Units that must be defeated before a planet can be claimed. However, the first time each planet becomes controlled by a player, that player gains a Relic.