Twilight Imperium Rules

This is a work in progress.

This website contains the rules for Fantasy Flight’s fourth edition of Twilight Imperium.

Also available are various notes on those rules, based on rules found in other sections, rulings from Dane Beltrami and/or Fantasy Flight, or community consensus.

All information on this website is based off of v2.0 of the Living Rules Reference, released November 2020. This includes the Prophecy of Kings expansion. Notes are included for the Codices, up to and including Codex IV, released June 2025, and preliminary notes are also included for the Thunder’s Edge expansion, released October 2025, pending the publication of a new Living Rules Reference.

For more on Twilight Imperium, please see its page on the Fantasy Flight website.

“For as often as I reference (tirules.com), it's probably better than official” - Dane Beltrami, TI4 Lead Designer.

Rule Topics

  1. Abilities
  2. Action Cards
  3. Action Phase
  4. Active Player
  5. Active System
  6. Adjacency
  7. Agenda Card
  8. Agenda Phase
  9. Anomalies
  10. Anti–Fighter Barrage
  11. Asteroid Field
  12. Attach
  13. Attacker
  14. Blockaded
  15. Bombardment
  16. Breakthroughs
  17. Capacity
  18. Capture
  19. Coexistence
  20. Combat
  21. Command Sheet
  22. Command Tokens
  23. Commodities
  24. Component Action
  25. Component Limitations
  26. Construction
  27. Control
  28. Cost
  29. Custodians Token
  30. Deals
  31. Defender
  32. Deploy
  33. Destroyed
  34. Diplomacy
  35. Elimination
  36. Entropic Scars
  37. Exhausted
  38. Expedition
  39. Exploration
  40. Fighter Tokens
  41. Fleet Pool
  42. The Fracture
  43. Frontier Tokens
  44. Game Board
  45. Game Round
  46. Gravity Rift
  47. Ground Combat
  48. Ground Forces
  49. Hyperlanes
  50. Imperial
  51. Infantry Tokens
  52. Influence
  53. Initiative Order
  54. Invasion
  55. Leader Sheet
  56. Leaders
  57. Leadership
  58. Legendary Planets
  59. Mecatol Rex
  60. Mechs
  61. Modifiers
  62. Move
  63. Movement
  64. Nebula
  65. Neighbors
  66. Neutral Units
  67. Objective Cards
  68. Opponent
  69. PDS
  70. Planets
  71. Planetary Shield
  72. Politics
  73. Producing Units
  74. Production
  75. Promissory Notes
  76. Purge
  77. Readied
  78. Reinforcements
  79. Relics
  80. Rerolls
  81. Resources
  82. Ships
  83. Space Cannon
  84. Space Combat
  85. Space Dock
  86. Space Stations
  87. Speaker
  88. Status Phase
  89. Strategic Action
  90. Strategy Card
  91. Strategy Phase
  92. Structures
  93. Supernova
  94. Sustain Damage
  95. Synergy
  96. System Tiles
  97. Tactical Action
  98. Technology
  99. Technology (S.C.)
  100. Trade
  101. Trade Goods
  102. Transactions
  103. Transport
  104. Units
  105. Unit Upgrades
  106. Victory Points
  107. Warfare
  108. Wormhole Nexus
  109. Wormholes

Faction Notes

  1. The Arborec
  2. The Argent Flight
  3. The Barony of Letnev
  4. The Clan of Saar
  5. The Council Keleres
  6. The Crimson Rebellion
  7. The Deepwrought Scholarate
  8. The Embers of Muaat
  9. The Emirates of Hacan
  10. The Empyrean
  11. The Federation of Sol
  12. The Firmament/The Obsidian
  13. The Ghosts of Creuss
  14. The L1Z1X Mindnet
  15. Last Bastion
  16. The Mahact Gene–Sorcerers
  17. The Mentak Coalition
  18. The Naalu Collective
  19. The Naaz–Rokha Alliance
  20. The Nekro Virus
  21. The Nomad
  22. The Ral Nel Consortium
  23. Sardakk N’orr
  24. The Titans of Ul
  25. The Universities of Jol–Nar
  26. The Vuil’raith Cabal
  27. The Winnu
  28. The Xxcha Kingdom
  29. The Yin Brotherhood
  30. The Yssaril Tribes

Component Notes

  1. Action Cards
  2. Agendas
  3. Events
  4. Exploration Cards
  5. Legendary Planets
  6. Objectives
  7. Promissory Notes
  8. Relics
  9. Technology
  10. Units