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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[]

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