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Fantasy Flight Games

Twilight Imperium: Fourth Edition – Prophecy of Kings

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An epic expansion for Twilight Imperium: Fourth Edition, adding seven new factions, leaders, mechs and exploration for 3–8 players aged 14+, across 4–8 hours of heavy negotiation, warfare and galactic politics.

Players
3–8 players
Play time
Up to 8 hr
Age
Teens
Complexity
Expert
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About the Game

Command a sprawling galactic civilisation across an epic day of conquest, diplomacy and deal-making: fleets clash over Mecatol Rex while players trade promissory notes, vote on galactic agendas and race to complete objectives. Prophecy of Kings supports 3–8 players, runs roughly 4–8 hours, is heavy in complexity and suits ages 14+. Notable mechanics include area control, negotiation, variable player powers, technology trees and voting.

Released by Fantasy Flight Games in 2020, this expansion requires Twilight Imperium: Fourth Edition to play. It introduces seven new factions — including the gene-altering Mahact, the watchful Argent Flight and the ancient Empyrean — plus forty new system and hyperlane tiles and components for up to eight players. Leaders, faction-specific mechs, exploration decks with combinable relic fragments, legendary planets, and new action, agenda, objective, technology and promissory note cards deepen every session.

History

Prophecy of Kings is the first expansion for Twilight Imperium: Fourth Edition, released by Fantasy Flight Games in 2020. It requires the base game and broadens nearly every system, most notably raising the maximum player count from six to eight.

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Watch: How to play

Rules of Twilight Imperium: Fourth Edition – Prophecy of Kings

  • Expansion setup: set up Twilight Imperium: Fourth Edition as normal, then mix in the new factions, system and hyperlane tiles, leaders, mechs, exploration material and new action, agenda, objective, technology and promissory-note cards; use the eighth-player components only when needed.
  • Choose factions: pick from the expanded faction pool, then take your faction sheet, leaders, mech, command tokens, starting units and starting planets; draw and keep your secret objective as normal.
  • Build the galaxy: place Mecatol Rex and home systems, then create the map for your player count using the base and expansion tiles so routes, resources and influence are clear before round one.
  • Round flow: in the strategy phase choose strategy cards whose numbers set initiative; in the action phase take one action at a time in initiative order until everyone passes.
  • Actions: use tactical actions to activate systems for movement, space combat, invasion and production, strategic actions for your card’s primary and other players’ secondaries, and component actions for cards or faction abilities.
  • Objectives and status: score objectives at their printed timing; in the status phase players usually score up to one public and one secret objective, but public objectives require control of every planet in your home system. Then reveal the next public objective, refresh command tokens, ready cards and repair.
  • Agendas and end: once Mecatol Rex is unlocked, add the agenda phase after status and vote with influence from exhausted planets. The standard game ends when a player reaches 10 victory points; agree any longer target before setup.

Strategy

  • Know your faction first: before choosing strategy cards, read your leaders, mech, faction technologies and starting units so you understand what the faction wants to do early.
  • Secure a real economy: in the first two rounds prioritise nearby systems with useful resources or influence while keeping enough defence at home to remain eligible for public objectives.
  • Budget command tokens: leave enough in tactics for a meaningful activation and enough in strategy allocation to buy important secondaries; avoid passing with tokens stranded in the wrong pool.
  • Pick strategy cards for the table: early Construction or Warfare can establish production and reach, Trade or Diplomacy can stabilise neighbours, and Technology is best when it directly advances your faction plan.
  • Value notes and votes: trade promissory notes for concrete help, but track what you have promised and keep influence or favours for agendas that may affect scoring.
  • Explore with purpose: use exploration, legendary planets and relic fragments as a bonus that fits your plan; combine fragments when safe rather than overextending just to draw.
  • Count before the push: before driving on Mecatol Rex or a late objective, line up a secret objective plus available public objectives and check the move will not cost home control or a needed deal.