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Rebalance CC BY-NC-SA v0.7.0

Hyper Imperium

Five modular rule changes for Twilight Imperium 4e + Prophecy of Kings. 3D exploration via hidden systems, free trading with promissory notes, shared secret objectives, custom factions, and blind agenda voting.

Players 4–6
Time 4–6 hr
Age 14+
Modules 5
Version v0.7.0
Status In development
Updated Jun 2026

How it plays

01

Explore blind systems

Systems start hidden. Move into unknown space to draw from the Undiscovered Deck, or explore from a distance and receive a commodity instead.

02

Trade freely

Trade anything with anyone, as long as both parties hold each other's promissory notes. Forced note exchange at setup ensures everyone can trade from round one.

03

Score shared secrets

When you score a secret objective (worth 2 VP), it becomes a public objective anyone can score. At least one extra VP opportunity opens every round.

04

Vote blind on agendas

Draw influence cards from the Influence Deck instead of spending planet influence directly. The Speaker plays personal agendas and draws from the Discussion Deck.

FACTIONS & MODULES

Two new factions. One faction builder

Play the pre-built Remnant or Wanderers, build a custom faction from 100 points, or mix any combination of the five Hyper modules.

🕳️
The Remnant
Emerged from hyperspace millennia ago. 3 planets, high commodities, flagship moves through hyperlanes. Infantry with cannon attacks.
🦅
The Wanderers
Bird-like nomads worshipping a giant wormhole. 1 planet, tech-focused. Flagship creates the Yamma Wormhole. Agent explores systems.
⚙️
Mercenary Factions
Build your own faction from scratch with 100 points. Choose planets, commodities, tech, flagship abilities, leaders, and unit upgrades.
The Five Hypers
Five modular rule changes playable in any combination: Movement, Trades, Objectives, Factions, and Agendas. Mix and match per session.
GENERATE

Explore the galaxy

Generate Hyper Imperium maps with the extra outer ring. Powered by Moddable Hexmaps.

Hexmap generator embed (powered by moddable-engine)
MOD HOOKS

Design your own faction. Rewrite the agendas

Every deck, faction ability, and point-buy option is defined in the rulebook.

Faction Builder (100 pts)
Full point-buy system for custom factions: planets, commodities, tech, flagship, mech, leaders, promissory note, and unit upgrades.
Discussion Deck (6 cards)
Controls whether additional agendas fire each round. Rewrite cards to change political pacing or add new speaker dilemmas.
Personal Agenda Deck
Hidden agenda topics that can be traded, played by the speaker, or drawn from the deck. Add new agenda effects or rebalance existing ones.
Undiscovered Deck
One card per system tile, drawn when exploring. Controls board generation, hyperlane placement, and lost-in-hyperspace mechanics.