In Twilight Imperium Second Edition there are 6 races to choose from (+2 with the Hope's End Expansion) when starting the game, each with their own special abilities and unique advantages
The Barony of Letnev[]
Abilities[]
- Ground Forces always fight at +2
- If not in an active Trade Agreement, may not vote during the Political Phase
The Emirates of Hacan[]
Abilities[]
- No player can refuse to trade with the Hacan
- No player can willingly break a Trade Agreement with the Hacan
Notes[]
- Starts the Game with 2 Trade Agreements
- Trade Agreements continue even if the Hacan is at war with their trading partners
The Federation of Sol[]
Abilities[]
- During the first Place New Units Phase, receive 1 free Ground Force on every planet you control
- +1 Influence for each planet controlled outside your Home System
The Sardakk N'orr[]
Abilities[]
- Always fight at +1
The Universities of Jol-Nar[]
Abilities[]
- May purchase Green, Blue and Yellow technology advances for only 20 Credits (Red Techs cost 40)
- Always fight at -1
The Xxcha Kingdom[]
Abilities[]
- May pay 5 credits to discard a Political card before the vote commences
- +1 Influence for each active Trade Agreement in play
The Mentak Coalition[]
Introduced in the Hope's End Expansion
Abilities[]
- Before any Space Combat, you may fire with up to 2 Cruisers. Any hits from such are removed by opponents without defense.
- During the Economy Phase, you receive 1 Credit for every active Trade Agreement in play
The Yssaril Tribes[]
Introduced in the Hope's End Expansion
Abilities[]
- You may draw 2 Action cards every Economy Phase
- You may look at one other player's Action Cards during the Political Phase
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