- Module Changes
- Setup Process
- Game Details
- Positions per Cultural Aspect
- Victory Condition Clarification
- Module Errata
We have made a number of crucial changes to the module. Please download the latest version of the module (v 5.07), which has these changes applied.
See Module Errata for full details.
We have made a number of major changes to the previous edition (version 3).
The chief of these changes are as follows:
- Technoknights and Technomages have been replaced with the Starfarers and their ships.
- New victory conditions.
- New teleportation spheres, which allow for greater interaction between the west and east areas of the map.
- There is no longer an initial alliance phase of the game.
- The number of races has been reduced.
Many smaller changes have resulted from these decisions. So even if you have played Twilight Crusade before, please read the module carefully. We hope you enjoy it!
There is no pledge system for Twilight Crusade, as players do not start in factions.
Instead, just send in one final version of your setup.
(If you send in a revised version, you may get one less turn before first production.)
We will keep a list of races that people have sent in setups for, and if these numbers start to look unbalanced, we will stop accepting setups of that type.
The deadline for setups is Monday 1st August, 2022.
We will then aim to launch the game before the end of August.
You may play this game with the normal one position, but it is also permitted to run two positions at once.
If you join the game with two positions:
a.) You must continue to run two positions for at least 12 months, i.e. during the first year you may NOT drop one of them and continue with the other.
b.) They must be eligible to join the same faction (so be able to choose at least one of the same Cultural and Religious Aspects (see module for details).
c.) At least one of them must be a Hero, Starfarer or Adventuring Party.
All starting characters have three actions.
Overlord: CCAAA One Guild Str 12
Mercenary: DBB One Guild Str 12
Starfarer: E One Guild Str 12
Guilds may be placed in module cities which contain the same race population as the guild sponsor. Overlords and Mercs may place their guild in the start location. Starfarers may place their guilds in a Starfarer Ship. No-one may place their guild in an ally’s home location.
Overlords and Mercs pop levels vary with racial size. Troop amounts are always calculated based the amount of pop and position type. Merc setups will start with Knight soldiers.
Searfarers are allowed.
King’s Peace will end after the 2nd production. The D1 and D2 orders are not prohibited by either the King’s Peace code, NOR by the ‘Spirit Based’ King’s Peace. You are allowed to issue these two orders without concern.
There are no faction NPCs.
7 day turnaround becomes 10 day turn around after King’s peace.
Revolts every 2 months.
Training Level: 8
SEI cap: 800
Tac cap: 100%
Tradegoods will weigh 5.
Thief Ruin penalty 230.
Setups received by Cultural Aspect
Last updated: 25th August ’22
|Cultural Aspect||Number of Positions|
|Netherfolk (races 201-220)||18|
|Iridescent (races 241-260)||28|
|Darkland (races 221-240)||14|
|Starfarer (any race – but religions 7, 8, 9, or 10)||7|
|Maratasens (races 206, 226, 246)||10|
|Wolfin (races 218, 238, 258)||11|
|Human (races 201, 221, 241)||6|
|Elven (races 203,223,243,216)||9|
|Dwarves & Daks (races 204,224,244,205,225,245)||9|
|Bearack (races 213,233,253)||4|
|Orc & Troll (races 202,222,242, 208, 228, 248)||5|
|Saurians Halfbreeds and Spawn (races 207,227,247, 210, 230, 250, 220, 240)||6|
Victory Condition Clarification
For victory conditions requiring ownership of module forces
Module forces that are not locations/underground locations/cloud castles count toward your victory if any of three following conditions are met:
1) The force has at least one soldier, and you own the force, and you are not captive.
2) The force has at least one soldier and you have the owner of the force captive.
3) If the force is empty of soldiers, and you have the character with the highest prestige who is alive and not captive inside the force.
These have been fixed in v 5.07, and we recommend you download this. But if not, please note:
Errata for v 5.06
Race 222 cannot have 221 Dark Humans as secondaries.
Errata for v 5.04
Religion 3 has spell 283 listed as level 2. It should be level 3.
Errata for v 5.03
Page 101 Cultural aspects has the incorrect race numbers for the Darkland and Iridescent races, they should say Iridescent (241-260) and Darkland (221-240).
Errata for v 5.02
Starfarer Adventures 2807, 2808, 2809, 2810, should say ‘be in force 10##’.
Adventure 141 Koros Possessed, should say: lose Starfarer title (if owned).