[[quoteright:348:http://static.tvtropes.org/pmwiki/pub/images/TI2_375.jpg]]
[[caption-width-right:348: How many board games let you play as a lion? [[RecycledINSPACE In space?!]]]]

-> ''The creative conquest of space will serve as a wonderful substitute for war.''
-->-- James S. [=McDonnell=]

The throne to the galactic empire is empty and several alien races put forth bids for it. Your goal is to guide your race to meet the conditions necessary to claim the throne and take control of the known galaxy/universe.

[[http://www.boardgamegeek.com/boardgame/12493/twilight-imperium-third-edition Twilight Imperium]] (now in its third edition) is a tabletop/board game that uses hex map tiles to build a new map for each game. The setting is a galaxy where a minimum of three players and maximum of six can choose from among [[MassiveRaceSelection ten different alien races]]. Gameplay strategies may include battles, trade, politics, and/or any combination of these strategies. In fact, it is entirely possible and not all that uncommon to win the game without fighting a single battle, by earning points for accomplishing goals not related to combat.

The game set includes the map tiles, race sheets, ten-sided dice, several different types of cards (action, political, technology, and objective), plastic pieces for starships and ground forces, and many other extras. The ultimate goal of the game: [[TakeOverTheWorld To conquer the universe]]? To destroy your enemies? Nope: To get ten objective points.

The players begin the game by taking turns using the system tiles to create the map of the galaxy. Putting empty systems or systems with obstacles by your opponents and keeping all the resource-rich planets for yourself can lead to alliances or vendettas forming before the game really begins.

Once the map is built each player starts off with preset [[CoolShip ships]], resources, a home system, and certain special abilities. Markers dictate how many tactical actions can be taken in a round, how many strategic actions, and how many ships may be assembled into a fleet. Through the use of these tokens the player can move fleets, increase fleet size, or activate strategy cards. Objective points are collected by achieving randomly-selected goals or controlling certain systems, most prominantly Mecatol Rex, the former Imperial captial.
Each turn each player chooses a strategy card that lets them perform a special action and lets all the other players peform a "secondary" action. Strategies aid in building ships, attacking other players, forcing cease fires, developing new technology, fostering trade, or most importantly: scoring victory points directly.

The ''Shattered Empire'' expansion set added several new races and enough plastic pieces to play the game with up to 8 players, along with lots and lots of cool optional rules.

The ''Shards of the Throne'' expansion added a few more new races, a few more cool new optional rules, and a more structured scenario covering the end of the old empire with a fixed map.

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!!This board game features examples of:

* AllPlanetsAreEarthLike: [[AvertedTrope Averted:]] Each planet has its own unique description. Not that the descriptions have much real effect on the game.
* AsteroidThicket: Special technology is the only way to get through systems filled with asteroids.
* AwesomeMomentOfCrowning: You winning the game means you become TheEmperor. A [[ReasonableAuthorityFigure good one]], we hope.
* TheBattlestar:
** The [=WarSun=] ship. [[{{Expy}} Oddly similar]] to the Death Star from ''StarWars''.
** Most of the race-specific Flagship units from the second expansion also qualify as Battlestars.
* {{BFG}}: Certain weapons upgrades.
* BigCreepyCrawlies: The Sardakk N'orr are giant insects, and their racial ability lets them fight better.
* BilingualBonus:
** ''Pax Magnifica Bellum Gloriosum'', the Latin motto on the box, translates roughly as "peace is magnificent, war is glorious!"
** The name used for the Earth, Jord, means "earth" in the Scandinavian languages. Not ''the'' Earth, mind, just earth.
* BindingAncientTreaty: One of these falling apart is the [[AllThereInTheManual background]] for the game..
* BizarreAlienBiology: A few races qualify. The Arborec are sentient plants, the Ghosts of Creuss are sentient energy patterns from another dimension animating suits of armor, and the Embers of Muaat seem to be living flame.
* BodyHorror:
** The [=L1Z1X=] were derived from the Lazax, only they have altered themselves cybernetically so far that they aren't really the same race anymore.
** The Arborec from the ''Shards of the Throne'' expansion definitely count. They're a race of sentient plants that infest the corpses of other races with their spores, turning them into zombies they can use to communicate. The race description suggests this practice has led to them developing imperial ambitions through osmosis.
* BrainInAJar: The Hylar of the ''Universities of Jol-Nar''. Or dare I say, the ''Universities of [[IncrediblyLamePun In-Jar]]''?
* CasualInterstellarTravel: Played so straight it hurts. Also highly depends on how many parsecs per hex. Though one hex includes planets [[SciFiWritersHaveNoSenseOfScale explicitly stated to be in different solar systems]]
** Though an "instantaneous point-to-point" type FTL would explain all the mechanics but deep-space cannons.
* CatFolk: The Lion-like Hacan.
* CoolStarship: The Dreadnought and the [=WarSun=] are both [[IncrediblyLamePun dreadfully]] awesome.
* ConservationOfNinjutsu: Inverted (mostly). More is nearly always better, except for a few Action cards that will have you shooting your own fighters and the like.
* ConvenientlyClosePlanet: It would make playing the game rather difficult if this were not the case.
* CorralledCosmos: [[SubvertedTrope Subverted]] if you have extra players using the expansion, but mostly played straight.
* CyberneticsEatYourSoul: The [=L1Z1X=] Mindnet are a completely cyborg race that seem to have lost touch with their original race characteristics. Rather reminiscent of a certain ''Franchise/StarTrek'' species...
* {{Cyborg}}: The [=L1Z1X=].
* DefenselessTransports: carriers have minimal defenses. Though if they're carrying fighters instead of ground troops those can protect them.
* DeflectorShields: Defense weapons that you can set up on captured planets double as shields to prevent bombardment.
* DivideAndConquer: A reasonable strategy if you control politics or trade.
* EarthIsTheCenterOfTheUniverse: Totally averted. The seat of the empire's throne lies on another planet called Mecatol Rex, and it is in the middle of the map.
* FantasticRacism: Almost every race has another race that they absolutely cannot stand, though that's only in the background fluff. Anyone can ally with anyone in the actual game.
* FantasticScience: Most acquired technology in the game.
* FishPeople: The same race that count as BrainInAJar.
* ForMassiveDamage:
** Most ships go down in one hit. Somehow a single shot from a fighter can take down even a cruiser. Ouch.
** Of course, most of the pieces may represent squadrons of fighters or other ships rather than just one each, though the Warsuns are probably one-for-one.
** There are certain action cards that let you take down one of the two-hit ships in a single hit as well.
* GalacticConqueror: One possible way to achieve victory.
* GambitPileup: Likely to happen with several opponents trying to out-think each other.
* HalfHumanHybrid: [[AvertedTrope Averted]]: The cyborg race is actually completely non-human.
* HiveMind: The [=L1Z1X=] Mindnet. [[PunctuatedForEmphasis MIND. NET.]]
* HumanoidAliens: Most of the races, though not all.
* ImpossibleTask: Some of the secret missions can look like this, and a few map combinations will make them actually impossible. For instance the mission to capture all the wormholes is impossible if there aren't any on the board.
* InsignificantLittleBluePlanet: Huma- I mean, Terran- erm, [[CallAHumanASmeerp Those People From Jord]] are seen as latecomers to the galactic scene. They're pretty good at making lots of ground troops but don't have a whole lot of other advantages over other races.
* InterstellarWeapon: Planetary defense systems can be upgraded to fire at adjacent hexes. It's not very powerful, but it's fun.
* ImperialStormtrooperMarksmanshipAcademy: Most of the smaller ships (and the regular ground troops) require you roll an 8 or higher on a d10 to obtain a hit on an enemy ship, especially when they haven't been upgraded. Be prepared to do lots of rolling before you hit ''anything''.
* IntrepidMerchant: the Hacan (Lion guys) have this as their hat.
* KillSat: The [=WarSun=] type ship.
* LandfillBeyondTheStars: One of the netural systems, "Garbozia", is described as this. The name is something of a giveaway.
* LostColony:
** A few of the planets that are unclaimed when you start the game are said to have belonged to certain races at [[ItsALongStory some point in history]].
** There is also an optional rule which allows some planets to be lost colonies when you first explore them. Unfortunately they may be some other race's lost colony as well, handing one of your opponents a free planet when you explore it.
* MassiveRaceSelection: Ten in the regular game, four more in the first expansion, and four more in the second.
* MechanicalMonster: The Nekro Virus is an offshoot of the [=L1Z1X=] Mindnet obsessed with rendering all organic life into a fine paste, then dumping the paste into a gravity rift.
** YouWillBeAssimilated applies as well, but only for tech if the Nekro Virus player blows up an enemy unit in battle he gets to copy a technology belonging to the unit's owner.
* MeleeATrois: Requires at least three people to play.
* MentalFusion: The [=L1Z1X=] Mindnet, a race suspiciously similar to the Borg from ''Franchise/StarTrek''.
* MoreDakka: Several ship types and ground troops (especially if you are playing as [[strike: humans]] Terrans) seem to encourage you to make as many as you can.
* MyDeathIsJustTheBeginning: since each race is limited by the number of playing pieces available, sometimes it can be more convenient to deliberately loose poorly-placed ships in a battle so that they can be rebuilt at a more advantageous location without having to travel through the intervening space. Ships can be scuttled without fighting a battle for this purpose as well.
* NamingYourColonyWorld: Although the game makers were nice enough to name all the planets for you, they certainly used several of the methods here.
* NotWorthKilling: Probably a good idea if you don't want to start a war with everyone. Unless you [[AxCrazy like]] [[AttackAttackAttack that sort of thing]].
* NoWarpingZone: Most red-bordered map hexes restrict the movement of ships through them, at least until said ships are upgraded with certain technologies.
* NumberedHomeworld: The [=L1Z1X=] Mindnet have their homeplanet numbered as the galactic center: "[0,0,0]".
* OneFederationLimit: With enough expansions, you can have an Empire, Barony, Federation, Emirates, Universities, Mindnet, Kingdom, Coalition, Collective, Tribes, Clan, and Brotherhood: although not all of these will be in play at the same time.
* OneHitKill: With a few exceptions, most units need to only take a single hit to be destroyed.
* OurVampiresAreDifferent: The ''Barony of Letnev'' race look suspiciously like vampires. They even have super-strength and the aristocratic air to them. And they're pale!
* OurWormholesAreDifferent: Yes. Wormholes.
* ThePlan- You might want to be capable of everything in this list if you want to win.
* PlanetTerra: The planet itself is called "Jord" (Scandinavian for "earth") but the faction is known as the Federation of Sol.
* PlayingBothSides: It will probably happen.
* ProudMerchantRace: The Hacan in particular, but many races are better at it than others.
* RandomNumberGod: The dice can certainly ruin all your plans if they don't cooperate.
* RecycledINSPACE: Duh.
* TheReptilians: Actually more like snapping-turtle-folk. But they're in there. The joke is that the name of their race (Xxcha) is actually just the sound of a jaw chomp transliterated into English letters.
* ScaryDogmaticAliens:
** The Yin Brotherhood, a group of religious fanatic clones. They can convert others and employ suicide ships.
** The Nekkro Virus as well, with their crusade to exterminate all organic life.
* ShoutOut
** The [[AllThereInTheManual manual]] has several to well-known sci-fi authors and entrepreneurs.
** The ship pieces are obvious shout-outs to older SpaceOpera ships. [[StarWars There's a Death Star, a Corellian Cruiser, a Tie Fighter, a Star Destroyer,]] [[Series/BattlestarGalactica1978 the Battlestar Galactica,]] and [[Series/StarTrekDeepSpaceNine Deep Space Nine]].
* SmallUniverseAfterAll: See ConvenientlyClosePlanet above. A three player game will only feature 27 systems, and some of those will be empty. It's still called a galaxy though.
* SpaceClouds: Nebulae are dense enough to stop movement through them and give a defensive bonus to ships occupying them, and Ion Storms are good anti-fighter terrain.
* SpaceColdWar: Pretty much the point of the game, unless it turns into a hot war.
* SpaceDoesNotWorkThatWay: Map edges. But it is a tabletop game, after all. Possibly justified in that all races want to get to Mecatol, which is in the middle, not expand outwards.
* SpaceFighter: Check. Fighters are cheap and not limited by the number of playing pieces in the game, unlike larger ships. They're most effective in large numbers and with some tech upgrades.
* SpaceMarine: Federation of Sol ground troops in the artwork are obviously space marines. [[CaptainObvious Surprisingly]] useless for space battles.
* SpacePirates:
** The ''Mentak Coalition'' race are essentially space pirates. Their racial advantages let them attack from ambush, salvage enemy ships destroyed in battle, and steal trade goods from other races.
** The ''Shards of the Throne'' expansion includes an optional rule for random encounters with space pirates in empty systems.
* SpaceStation:
** The ''Shattered Empire'' expansion has two of these built into the map hexes. They can produce trade goods instead of resources. Conquering one is much easier than conquering planets, too, since you only need to get a ship into the system for the station to surrender to your control.
** The ''Shards of the Throne'' expansion includes a random Precursor space station that lowers the number of victory points a player needs to win if they control it.
* StandardSciFiFleet: There are the standard types here, but you won't necessarily have all of them depending on how you decide to play.
* StarfishAliens: There's the Arborec (sentient plants), the Nekro Virus (insane machines), the Ghosts of Creuss (other-dimensional energy wisps) and the Embers of Muaat (living flame).
* SufficientlyAdvancedAlien: A few races start off with more technology bonuses than others. One race gets bonuses for the acquisition of technology.
* TelepathicSpacemen: The Naalu. Their telepathy lets them always act first in turn order, and retreat before a battle even begins.
* TeleportersAndTransporters: Certain technology allows you to create ground forces on one planet, then transport them to another.
* ThatsNoMoon: The [=WarSun=].
* TriggerHappy: A few races, like the Sarrdak N'orr, have advantages that are only good in battles.
* TwoDSpace: [[NecessaryWeasel Kind of required]], [[CaptainObvious what with the whole]] [[BoardGame board game thing]].
* UtopiaJustifiesTheMeans: Slaughter, trick, or [[ArsonMurderAndJaywalking trade with]] your opponents so that your race controls the throne of the galactic empire. Then everybody is happy!
* VariablePlayerGoals: Each player gets his own Secret Goal, worth 2 points. The second expansion offers a new set of "Preliminary Goals" worth 1 point each.
* WeHaveReserves: If you have sufficient resources, you may be tempted to use this as a tactic. Two races also have a shade of this in their special rules: Humans can raise additional ground troops, and the Yin Brotherhood can employ suicide tactics in space battles.
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