Twilight's Fall – a separate game. Twilight Imperium's expansions, mods and rules topics are not part of it.

Skilled Retreat

At the start of a combat round: Move all of your ships from the active system into an adjacent system that does not contain another player's ships; the space combat ends in a draw. Then, place a command token from your reinforcements in that system.
Action card

At the start of a combat round:

Move all of your ships from the active system into an adjacent system that does not contain another player's ships; the space combat ends in a draw. Then, place a command token from your reinforcements in that system.

1in the deck
–chance to draw
Nocomponent action

Source: Uncharted Space

ClarificationsSelect rulings confidence level

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  • Using Skilled Retreat is not a retreat. As such, it cannot be cancelled with the Intercept action card.
  • A player may use Skilled Retreat to move into a system that does not contain their ships, as long as it does not contain another player’s ships.
  • A player cannot use Skilled Retreat to move into a nebula.
  • Fighters are moved without being transported. Ground forces may be transported.
  • After moving, capacity and fleet pool limits apply in the destination system.
  • If the destination system already contains a player’s command token, no command token is placed.
  • If a player has no command tokens in their reinforcements, they must take one from any pool of their command sheet and place that instead.

Interactions

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Intercept

  • Intercept cannot be played to prevent Skilled Retreat.

Ion Storm

  • If ships are moved by Skilled Retreat, the Ion Storm token is not flipped.

Void Tether

  • A player with ships in one of the two systems on either side of a void tether token cannot use the Skilled Retreat action card to move those ships into the other system and place a command token there, unless the Empyrean player allows it.