First off is remember it's only a game. At the end of the session "your" plastic units and cardboard planets will be put back in a box and left on a shelf. There is no continuing glory or ownership, it all ends when the game ends. Above all else the goal of the session is to create fun memories with the other players.
When you do start the game remember that all of the players are in it to win it. Nobody sits down all excited about a chance to lose. Every other player will be working towards their own goals and agendas. These goals will inevitably run up against yours and conflict will happen. This isn't personal it's how the game is played. This is a game of both politics and cards so expect friendships to hold little sway during the session.
Of course what this really means is you should never expect other players to help you simply out of friendship. You need to find a way for them to see the benefits of aiding you, be it taking the small end of a trade deal or pointing out how you gaining hurts those who will oppose them, or some other trick up your sleeve.
Getting other players to help you is your problem not theirs.


Now that you have a plan prepare to throw it out the window. Other players have made plans and plots. They will be doing things which will make parts of your plan difficult or impossible to execute. Constantly review the plan: revise it, edit it, or junk it. It is just a plan, YOU DO NOT MARRY A PLAN. It it just an idea, one that can be made stupid through no fault of your own.
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The art of war is a must read. |
Always remember that Twilight Imperium is a game of limited resources. You cannot do everything in this game. You cannot research all technologies, you cannot build every ship, you cannot own every planet. Be brutal with your economics, everything is a cost benefit analysis, every expansion of your borders, every research, every battle must be weighed and analyzed precisely.

Analyze every weakness and every strength in the game. Especially your own. Every weakness can be closed or exploited. Oh yes I do advocate exploiting your weakness. Especially a weakness you create. Like a prey species who feigns injury to draw a predator away from the flock. Use your weakness to draw your enemies to wherever is most advantageous to you. An example from my first game: I took over Mecatol Rex with a small vulnerable seeming fleet. This drew in an opponent. I was able to use direct hit action card because he believed he could soak the damage on his dreadnought in the first volley. I completely wiped out a stronger (expensive) fleet with a few fighter losses.

Twilight Imperium is NOT A WARGAME. It is easy to look at all those cool spaceships, fighters and troops and become trapped in a war mentality. Always remember that you do not win by waging war, you win by completing victory objectives. War is a tool in your toolbox. Use the right tool for the right job. Sometimes other tools may be more precise, diplomacy, trade agreements, or bringing a new law into play can cost you less and gain you more than a battle would.
You can win a game of Twilight Imperium without engaging in a single battle. Of course where is the fun in that.
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Diplomacy is a very integral part of the Twilight Imperium experience. You are building space empires, and one thing that every empire in history has done is talk. Talk about war, talk about peace, talk about trade, talk about who has what right to claim which system. Talk, talk, talk, then talk some more. But more importantly LISTEN. What is being said? What is not being said? What deals are happening between other players? How will this effect me? Pay attention to every word, every meaningful look. Diplomacy rules Twilight Imperium.
One of the most important facts of Twilight Imperium is that you cannot win a war on multiple fronts. Allied players can grind down another player easily. The best way to combat this is to ensure your enemies have enemies. Sow discord and discontent between all other players while building good will and trust for yourself. You need to build allies from enemies. It's hard work but every enemy conflict will create losses, meaning lost troops and resources that will not be directed against you. I used this concept to my advantage in my first game. The player to my right was used as a shield against an aggressive player. To my left was a large swath of empty space that my other neighbour had no way of crossing quickly. Instead of easily wiping out my weakened opponent to my right I left him in his desperate war and used the opening to expand quickly into uninhabited space, claiming Mecatol Rex in the process.


Put on whatever airs are necessary. A little diplomacy can cause an opponent to pause, become confused, or redirected. (remember the best weapon against an enemy is another enemy)
Diplomacy is an art. Be artful in it's use.

A big part of diplomacy is lying. In games involving diplomacy lies are common language. You need to be able to see through lies, learn your opponents tells, watch for actions that announce deception. But most of all work at stifling your own tells. Opponents seeing through your lies at the wrong moment can spell doom for your plans.

"The devil always lies, except when a truth will hurt you more"
Now I've annoyed many people I know with this little Simpsons clip. But it changed my life.
The truth is open to manipulation. Peoples opinions and feelings about the truth make it completely open to interpretation.
It's all about presentation. The nuances of the language you use can make an ugly truth palatable or a silly truth a threat.
For example: park a fleet in an ion storm near a fighter dependant player in the hopes of drawing them into the tile. Simply overstate the truth on the fleet not being a threat... trust me. The opponent will think more about how the fleet is a threat and how to rid themselves of it instead of how to defend against the threat. Paranoia draws them into foolishly attacking.


Although it often happens that politics and diplomacy break down and war becomes inevitable.

Only start a war that is profitable to you. Always consider how valuable the battle will be. Small gains tend not to be worth the lost units. I tend to avoid battle unless it can directly gain me the ability to complete a victory objective or block an opponent from gaining a victory objective. It all boils down to the cost benefit analysis.
Every battle will cost you time, resources, and command counters. It can also cost you allies and influence. Nobody trusts a warmonger. Always make sure you can profit from a battle, that you won't lose to many resources, and that you can justify the battle to the other players.
Battles are major events in Twilight Imperium, they change the pace of the game and everyone pays attention. Everyone rides the tides of war.



An analogy would be: if you are hungry beside a tree. You could climb the tree and spend time finding the perfect fruit (risking that you may fall) or you can shake the tree to see what falls out. Sometimes you need the perfect fruit, sometimes it's just easier to give it a whack and take what life gives you.

Lastly is the advice of a space opera character. Perhaps the most vital bit of advice there is.
What? Don't you understand Chewbacca? That's because some advice is totally useless. Embrace only the advice that makes sense to you.
Some strategies, tips or bits of advice won't work for you. It all depends on how you play the game, or how the game is playing you. Feel free to ignore that which does not work for you.
Most of all remember this is a game and have fun.
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