TI4 + PoK: Integrated Quick Reference
Part 1: Gameplay Flow & Actions
GAME ROUND PHASES
- STRATEGY PHASE
- ACTION PHASE
- STATUS PHASE
- AGENDA PHASE (After Mecatol Rex is claimed)
1. STRATEGY PHASE
- Starting with the Speaker, each player chooses 1 Strategy Card.
- (3-4 Players: Repeat, each player chooses a 2nd card)
- Gain any Trade Goods (TGs) on your chosen card.
- Speaker places 1 TG on each unchosen Strategy Card.
2. ACTION PHASE
Players take turns in Initiative Order (lowest Strategy Card # first).
On your turn, perform 1 action OR Pass:
- Tactical Action (See below)
- Strategic Action (Use your Strategy Card's Primary ability)
- Component Action (From Action Card, Faction Sheet, Tech, Leader)
Cannot Pass until your Strategy Card(s) are used. Phase ends when all players have Passed.
TACTICAL ACTION STEPS
- ACTIVATION: Spend 1 Command Token (CT) from your Tactic Pool; place it in a system without your CT. This is the Active System.
-
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.
-
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.
-
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.
- 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
- Score Objectives: In initiative order, score 1 Public & 1 Secret Objective if requirements met.
- Reveal Public Objective: Speaker reveals 1 face-down Public Objective. (Stage I first, then Stage II). Game ends if none to reveal.
- Draw Action Cards: Each player draws 1.
- Remove CTs from Board: Return to your Reinforcements.
- Gain & Redistribute CTs: Each player gains 2 CTs. Then, redistribute all CTs on your Command Sheet between Tactic, Fleet, Strategy pools.
- Ready Cards: Ready all your exhausted Planet, Tech, Strategy, & Leader cards.
- Repair Units: Turn Damaged units upright.
- Return Strategy Cards: All players return their Strategy Card(s) to common area.
4. AGENDA PHASE
After Mecatol Rex claimed & Custodians token removed
-
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.
- 2nd Agenda: Repeat above steps for a new Agenda.
- Ready Planets: All players ready all their exhausted planets.
- Proceed to next game round (Strategy Phase).
Part 2: PoK Reminders & Key Rules
PROPHECY OF KINGS (PoK) QUICK VIEW
-
Leaders (Agent / Commander / Hero):
On Leader Sheet.
- Agent: Starts unlocked & ready. Exhaust to use ability. Readies in Status Phase.
- Commander: Starts locked. Unlock by meeting condition on card (flip card). Ability is passive. Share with "Alliance" Promissory Note.
- Hero: Starts locked. Unlock: 3 scored objectives (flip card). Powerful, once-per-game ability (usually Purge card).
-
Mechs:
Faction-specific ground force. Produce like other units. Check card for Cost, Combat, Sustain Damage, special
abilities.
- Deploy Ability: Alternative way to place from Reinforcements. Once per timing window.
-
Exploration:
When you gain control of a planet not currently controlled by another player (planet traits: Cultural
, Hazardous
, Industrial
) OR explore a
Frontier Token
(
) in an empty space system (if you have Dark Energy Tap tech or other ability):
- Draw 1 card from matching deck. Resolve effect.
- Outcomes: Immediate TGs/Resources/Units/Fragments, or Attachments.
- Attachments: Slide card under Planet Card, place matching token on planet on game board. Modifies planet permanently.
- Relic Fragments: Keep faceup. 3 of same type can be Purged to gain 1 Relic. Can be traded.
- Relics: Powerful artifacts, usually gained via Relic Fragments. Often Purged after use. Cannot be traded.
-
Legendary Planets
: When controlled, gain its Legendary Planet Ability Card. Usually exhaust to use ability at end of your turn. -
Wormhole Nexus
(
/
): Starts Inactive (Gamma
, Alpha
only). Flips to Active (Alpha
, Beta
, Gamma
) when unit enters/Mallice controlled.
KEY UNIT ABILITIES SUMMARY
X = Value needed for hit, (xY) = Num dice
- Production X: Max units this unit can help produce.
-
Space Cannon X (xY):
- Offense: After Movement step, units in Active System (or adjacent PDS II/Graviton Laser) fire at newly arrived ships.
- Defense: During Invasion, units on invaded planet fire at landing GF.
- Sustain Damage: Before assigning hits, turn unit on side to cancel 1 hit. Damaged unit cannot use again until Repaired (Status Phase).
- Planetary Shield: Planet cannot be targeted by Bombardment.
- Bombardment X (xY): During Invasion (before GF commit), ships in Active System fire at GF on planets.
- Anti-Fighter Barrage X (xY): 1st round of Space Combat, fire at enemy Fighters.
COMMON COMBAT MODIFIERS / RULES
-
Nebula:
Defender's ships +1 to combat rolls.
- Movement into Nebula: Must be Active System; ship's Move becomes 1 if starting in Nebula.
- Gravity Rift: Ship moving out/through gets +1 Move for that movement, then roll 1 die: 1-3 = ship removed to reinforcements (transported units also removed).
- Asteroid Field / Supernova: Ships cannot move into or through.
- Capacity: Max Fighters/GF a ship/fleet can have in a system's space area. Exceeded units removed after combat or if capacity lost.
- Fleet Supply: Max non-Fighter ships per system determined by CTs in Fleet Pool.
ICONOGRAPHY KEY (Selected)
-
Resource Value
-
Influence Value
-
Cultural Trait
-
Hazardous Trait
-
Industrial Trait
-
Biotic Tech Skip
-
Warfare Tech Skip
-
Propulsion Tech Skip
-
Cybernetic Tech Skip
-
Alpha Wormhole
-
Beta Wormhole
-
Gamma Wormhole
(PoK) -
Delta Wormhole
(PoK - Creuss specific) -
Legendary Planet
(PoK) -
Custodians Token
-
Frontier Token
(PoK) -
Mech Unit
(PoK)
Remember: This is a quick reference. For full details, consult the Living Rules Reference v2.0 .