TI4 + PoK: Integrated Quick Reference

Part 1: Gameplay Flow & Actions

GAME ROUND PHASES

1. STRATEGY PHASE

2. ACTION PHASE

Players take turns in Initiative Order (lowest Strategy Card # first).

On your turn, perform 1 action OR Pass:

Cannot Pass until your Strategy Card(s) are used. Phase ends when all players have Passed.

TACTICAL ACTION STEPS
  1. ACTIVATION: Spend 1 Command Token (CT) from your Tactic Pool; place it in a system without your CT. This is the Active System.
  2. MOVEMENT:
    • Move Ships: Move eligible ships into the Active System. Obey Move value. Cannot move from a system with your CT (unless it's the Active System moving out & back). Cannot move through system with other players' ships.
    • Transport: Ships with Capacity can carry Fighters/Ground Forces (GF).
    • Space Cannon Offense: After ships move, units in Active System (and adjacent PDS with Graviton Laser System/PDS II) can use Space Cannon against ships that moved in.
  3. SPACE COMBAT: (If ships from ≥2 players in Active System)
    • Anti-Fighter Barrage: (1st round only) Simultaneously, units with this ability roll against opponent's Fighters.
    • Announce Retreats: Defender, then Attacker, may announce retreat.
    • Roll Dice: Each player rolls for their ships. Result ≥ Combat Value = HIT.
    • Assign Hits: Opponent assigns your hits to their ships. Use Sustain Damage to cancel hits (unit becomes Damaged). Destroyed units to Reinforcements.
    • Retreat: If announced & still possible, move ships to an adjacent friendly/empty system (no enemy ships). Place CT if none there. Fighters/GF unable to move/transport with retreating ships are removed.
    • Repeat from "Announce Retreats" if both have ships. Combat ends when only one (or no) player has ships.
  4. INVASION: (Land GF on planets in Active System)
    • Bombardment: Attacker's units in Active System may use Bombardment against GF on planets.
    • Commit Ground Forces: Attacker moves GF from ships in space to planets.
    • Space Cannon Defense: Defender's units on invaded planets may use Space Cannon against attacking GF.
    • Ground Combat: (If GF from ≥2 players on a planet)
      • Roll Dice: Each player rolls for their GF. Result ≥ Combat Value = HIT.
      • Assign Hits: Opponent assigns your hits to their GF. Use Sustain Damage (Mechs).
      • Repeat if both have GF. Combat ends when only one (or no) player has GF.
    • Establish Control: Attacker gains control of planets where they have GF and takes/exhausts Planet Card. Enemy structures there destroyed.
  5. PRODUCTION: Use Production ability of your units (e.g., Space Docks) in Active System. Pay Resource cost. Respect unit Production value. Ships into space area; GF onto planet with producing unit. Cannot produce ships if enemy ships present (blockaded).

3. STATUS PHASE

  1. Score Objectives: In initiative order, score 1 Public & 1 Secret Objective if requirements met.
  2. Reveal Public Objective: Speaker reveals 1 face-down Public Objective. (Stage I first, then Stage II). Game ends if none to reveal.
  3. Draw Action Cards: Each player draws 1.
  4. Remove CTs from Board: Return to your Reinforcements.
  5. Gain & Redistribute CTs: Each player gains 2 CTs. Then, redistribute all CTs on your Command Sheet between Tactic, Fleet, Strategy pools.
  6. Ready Cards: Ready all your exhausted Planet, Tech, Strategy, & Leader cards.
  7. Repair Units: Turn Damaged units upright.
  8. Return Strategy Cards: All players return their Strategy Card(s) to common area.

4. AGENDA PHASE

After Mecatol Rex claimed & Custodians token removed

  1. 1st Agenda:
    • Reveal: Speaker reads top Agenda card.
    • Vote: Starting left of Speaker & clockwise, players may exhaust planets to cast Votes (Influence value) for an outcome. Transactions allowed (no neighbor restriction).
    • Resolve: Outcome with most votes resolved. Speaker breaks ties. Laws may become permanent.
  2. 2nd Agenda: Repeat above steps for a new Agenda.
  3. Ready Planets: All players ready all their exhausted planets.
  4. Proceed to next game round (Strategy Phase).

Part 2: PoK Reminders & Key Rules

PROPHECY OF KINGS (PoK) QUICK VIEW

KEY UNIT ABILITIES SUMMARY

X = Value needed for hit, (xY) = Num dice

COMMON COMBAT MODIFIERS / RULES

ICONOGRAPHY KEY (Selected)

Remember: This is a quick reference. For full details, consult the Living Rules Reference v2.0 .