Twilight's Fall – a separate game. Twilight Imperium's expansions, mods and rules topics are not part of it.

The Ghosts of Creuss

Source: Base game

Starting Units

Ground forces
Structures

Home System

  • Creuss

    42

  • Delta Wormhole

Commodities

4

Starting Technologies

Faction Abilities

Quantum Entanglement

You treat all systems that contain either an alpha or beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.

Slipstream

During your tactical actions, apply +1 to the move value of each of your ships that starts its movement in your home system or in a system that contains either an alpha or beta wormhole.

Creuss Gate

When you create the game board, place the Creuss Gate (tile 17) where your home system would normally be placed. The Creuss Gate system is not a home system. Then, place your home system (tile 51) in your play area.

Flagship

Hil Colish

This ship's system contains a delta wormhole. During movement, this ship may move before or after your other ships.

SUSTAIN DAMAGE

8cost
5combat
1move
3capacity

Mech

Icarus Drive

After any player activates a system, you may remove this unit from the game board to place or move a Creuss wormhole token into this system.

SUSTAIN DAMAGE

2cost
6combat

Monument

Revenance Circuit

After a player activates this system:

You may produce 1 hit against players' ships in each system adjacent to this planet that contains a wormhole.

Placement
IndustrialCultural

Leaders

Emissary Taivra
agentThe Azure Whisper
Unlock: Always Unlocked

After a player activates a system that contains a non-delta wormhole:

You may exhaust this card; if you do, that system is adjacent to all other systems that contain a wormhole during this tactical action.

Emissary Taivra
agentThe Azure Whisper
Unlock: Always Unlocked

After a player activates a system that contains a non-delta wormhole:

You may exhaust this card. If you do, during this tactical action, for each type of wormhole present on the game board, you make players treat the active system as either containing that specific wormhole or as if it does not contain that wormhole.

Sai Seravus
commanderGatewarden
Unlock: Have units in 3 systems that contain alpha or beta wormholes.

After your ships move:

For each ship that has a capacity value and moved through 1 or more wormholes, you may place 1 fighter from your reinforcements with that ship if you have unused capacity in the active system.

Sai Seravus
commanderGatewarden
Unlock: Have units in 3 systems that contain non-delta wormholes.

Game effects cannot allow other players to move ships through a system containing your flagship unless you allow it.

After your ships move:

For each non-fighter ship that moved through 1 or more wormholes, you may place 1 fighter from your reinforcements with that ship.

Riftwalker Meian - Singularity Reactor
heroShaleri Guardian - Changing the Ways
Unlock: Have 3 scored objectives.

ACTION: Swap the positions of any 2 systems that contain wormholes or your units, other than the Creuss system and the wormhole nexus.

Then, purge this card.

Faction Promissory Note

Creuss IFF

At the start of your turn during the action phase:

Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.

Then, return this card to the Creuss player.

Creuss IFF

After you activate a system:

During this tactical action, you treat systems that contain a non-delta wormhole as adjacent to each other; game effects cannot prevent you from using this ability. Apply +1 to the move value of each of your ships that starts its movement in a system that contains a wormhole.

Then, return this card to the Creuss player.

Breakthrough

Particle Synthesis

Each wormhole in a system that contains your ships gains PRODUCTION 1 as if it were a unit you control.

Reduce the combined cost of units you produce in systems that contain wormholes by 1 for each wormhole in that system.

Synergy
CyberneticPropulsion

Faction Technologies

At the start of space combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.

Prerequisites: Warfare

During each round of space combat in a system that contains 1 or more wormholes, you produce 1 additional hit. Your opponent must assign this hit to 1 of their non-fighter ships, if able.

Prerequisites: Warfare

At the start of a space combat in a system containing a wormhole and 1 or more of your ships, you may produce hits equal to half the number of wormholes in that system (rounded up). Assign these hits to your opponent's ships in that system.

Prerequisites: Warfare

At the start of the status phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.

Prerequisites: PropulsionPropulsion

ACTION: Exhaust this card to place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.

Prerequisites: PropulsionPropulsion

ACTION: Exhaust this card to place or move any number of Creuss wormhole tokens into systems that contain a planet you control and/or non-home systems that do not contain another player's ships.

Prerequisites: PropulsionPropulsion

Other Components

Tokens

  • 1Creuss alpha wormhole token
  • 1Creuss beta wormhole token
  • 1Creuss gamma wormhole token