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CC Mine

SPECIAL SYSTEMS
Nar 2 3
SD Ships cannot move through (but may move into) nebula. Any fleet
Jol 1 2 Nom R I T Nebula defending in a nebula receives +1 to combat rolls. Any ship leaving a
Lead Pds SD GF/ST nebula always has its movement reduced to 1.
Centauri 1 3 o
D Cr Dr W Ca Fi Ion Storm Ships cannot move through an ion storm. PDS cannot fire into an ion
storm. Fighters do not fight within an ion storm.
Gral 1 1 B Capha 3 0 Pds GF/ST

B
Beta
1
Lisis +R
2
3 2
SD 3
Supernova Ships may not pass through or end movement in a supernova system.

E Velnor +R 3 0 R
Ion Storm Asteroid Ships may not pass through asteroids unless player has the Antimass
s 2 SD 3
Retillion 2 3 T Qucen'n 1 2
Field Deflector technology. Ships may never end movement in system.

e
Shalloq
2 SD
1 2
2 A Rarron 0 3 G
3 1 2 11
Empty Muaat 4 1 Wormhole
A system with a wormhole is considered adjacent to the system with the
other end for purposes of movement.
M SD
Mellon 0 2 Abyz +R 4 0
2 1 1 1 1 s, d, g SD 2
Zohbat 3 1 B Hope's +R 4 0 ST▼ Fria +R 3 0 B
1 s 2 2/2 SD

1
A
Alpha
3 2 1 12
Arinam 1 2 B

Vetfut II 2 0 R Mirage 1 2 FI Meer 0 4


e 1 M 2 1
B
Beta A
Alpha B
Beta
1 1 1 1 1
Perimeter 2 2 Mecatol Rex 1 6 Quann 2 1EG Mallice 0 3 E
2
Arnor 2 1 ▼
3/1
T 1 g, e
SD SD
T 3

1 2 1 d 2 1 1:a 2 1 A 1:a 1 A 11
Mehar Xull 1 3 B 4 Lor 1 2 R Thibah 1 1
Supernova
2 g, s 2 2 2 M
Tequ'ran +R 3 0 R Bereg +R 4 1 R
3:a 1 1 1 s, d 2 SD 6
Torkan +C 0 4 B Litra IV 2 3 G
Asteroid Field
Arretze 2 0 1
1 SD 2 Sumerian 2 2 TG

Hercant 1 1 1 2 2 3
1 SD 2 Lesab 2 1 G▼ Arturus 1 1 ▼ [0,0,0] 5 0
Kamdorn 0 1 SD 3
1 SD Lazar 1 0 B
1 1 2 8 2
Tar'mann 1 1 Sakulag 2 1 E Garbozia 2 1 G
1 M T 1

CC Mine
A
Alpha
A
Lodor 3 1 G
Asteroid Field
2
Nom R I T Lisis II 1 0
Lead Pds SD GF/ST 1 2
Ragh 2 1
D Cr Dr W Ca Fi 3
Pds GF/ST SD
HIGH ALERT
4 1 2

SPEAKER

Round Lizix Yssaril Muaat Saar Jol-Nar Hacan Current De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col. Previous De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col.
Total Total
5 Round x8 x8 x5 x2 x4 ∞ ∞ x 12 x 12 x3 x6 x8 x8 Value Round x8 x8 x5 x2 x4 ∞ ∞ x 12 x 12 x3 x6 x8 x8 Value

Turn 1 Jol-Nar 4 1 2 2 3 11 11 3 3 3 6 3 95 Jol-Nar 4 1 2 2 3 11 11 3 3 3 6 3 95

Turn 2 Muaat 5 1 2 2 12 7 3 2 61 Muaat 5 1 2 2 12 7 3 2 61

Turn 3 Lizix 1 2 2 3 11 1 2 2 1 37 Lizix 1 2 2 3 11 1 2 2 1 37

Turn 4 Saar 4 1 3 15 8 1 3 48 Saar 4 1 3 15 8 1 3 48

Turn 5 Hacan 2 3 4 8 15 3 5 1 1 56 Hacan 2 3 4 8 15 3 5 1 1 56

Turn 6 Yssaril 2 4 2 4 2 8 1 2 45 Yssaril 2 4 2 4 2 8 1 2 45

Turn 7

Turn 8

Turn 9

T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

Jol-Nar Muaat Lizix Saar Hacan Yssaril


Daniel Mikaël Christophe Cédri c Gérard Abdel
Unspent: 14 14 Unspent: 14 10 Unspent: 14 6 Unspent: 11 7 Unspent: 11 13 Unspent: 13 16
Nar 2 3 Muaat 4 1 [0,0,0] 5 0 Lisis II 1 0 Arretze 2 0 Retillion 2 3 BONUS
Jol 1 2 Abyz +R 4 0 Bereg +R 4 1 R Ragh 2 1 Hercant 1 1 Shalloq 1 2
Lisis +R 3 2 Fria +R 3 0 B Sumerian 2 2 TG x Lodor 3 1 G Kamdorn 0 1 Zohbat 3 1 B 1. Leadership
Velnor +R 3 0 R Arinam 1 2 B Arturus 1 1 ▼ Lazar 1 0 Tequ'ran +R 3 0 R Mellon 0 2
Hope's +R 4 0 ST▼ x Thibah 1 1 Garbozia 2 1 G Sakulag 2 1 Torkan +C 0 4 B Vetfut II 2 0 R 2. Diplomacy
Capha 3 0 Mirage 1 2 FI Litra IV 2 3 G Lesab 2 1 G▼ Arnor 2 1 ▼ Qucen'n 1 2
Gral 1 1 B Meer 0 4 Mallice 0 3 Mehar Xull 1 3 B Perimeter 2 2 3. Assembly
Mecatol Rex 1 6 Lor 1 2 R Rarron 0 3 G
Tar'mann 1 1 Quann 2 1 G 4. Production
PLANETS

PLANETS

5. Trade

6. Warfare x

7. Technology x

8. Bureaucracy

Total: 18 14 6/8 Total: 14 10 6/7 Total: 16 8 4/6 Total: 11 7 6/7 Total: 11 13 7/9 Total: 13 16 7/9
Sarween Tools +1 Sarween Tools +1 Sarween Tools +1

NOTES DISCARDED CARDS


SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP Rd Who Action Card Rd Who Political Card
2 Hacan Muticulturalism 1 Yssaril Council Elder
CC
CC

1 6 2 1 6 2 3 7 3 1 5 1 2 4 2 2 4 2
3 Jol-Nar Strategic Planning 1 Yssaril Unconventional Weapons
3 Muaat Skilled Retreat 1 Jol-Nar Fleet Restrictions
Total CC /16 = 9 Total CC /16 = 9 Total CC /16 = 13 Total CC /16 = 7 Total CC /16 = 8 Total CC /16 = 8 4 Saar Strategic Planning 1 Jol-Nar Core Stability
4 Hacan Direct Hit 1 Hacan Veto Power
Trade Trade Trade Trade Trade Trade 4 Lizix Direct Hit 1 Saar Cost Overrun
Agreements Agreements Agreements Agreements Agreements Agreements 4 Muaat Master of Trade 1 Saar Resource Management
TOTAL TG /40 =

1 Muaat Hope's End Training Ground


3+1 2+1 3 1 2 3+1+1 2+1+1 2
1

1
TRADE

1 Hacan War Funding


1 Lizix Political Focus
0 1 7 0 6 0
ACTIVE LAWS 1 Lizix Colonial Licenzing
1 Muaat Emperor
Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods
14

IMPERIAL MANDATE
2 Saar Free Trade
+ 2 PV pour tous
2 Yssaril Science Comm. Speaker
2 Jol-Nar Repeal
MINISTER OF POLICY
Hylar V Assault Laser Enviro Compensator Hylar V Assault Laser Antimass Deflectors Enviro Compensator Antimass Deflectors 4 Lizix Technology Tariffs
Jol-Nar : +1 AC at status phase
Antimass Deflectors Sarween Tools Stasis Capsules XRD Transporters Sarween Tools XRD Transporters 4 Muaat Imperial Peace
Enviro Compensator War Sun Cybernetics Cybernetics Micro Technology CROWN OF EMPHIDIA 4 Jol-Nar Colonial Redistribution
Sarween Tools Hylar V Assault Laser Enviro Compensator Floating Factories Antimass Deflectors Win invasion combat against the crowned
Deep Space Cannon Deep Space Cannon Auto. Defense Turrets XRD Transporters player: +1 VP. Losing the crown: -1 VP.
XRD Transporters Auto. Defense Turrets Assault Cannon Nano Technology MINISTER OF COMMERCE
Micro Technology Muaat : 1 TG from each player that has
at least 1 active TA at status phase
TECHNOLOGIES
TECHNOLOGIES

War Sun

Total Tech. = 8 Total Tech. = 6 Total Tech. = 6 Total Tech. = 4 Total Tech. = 6 Total Tech. = 2

AC AC AC AC AC AC
(7 AC max)
ACTION
CARDS

AC

7 4 6 6 3 10

2 AC /Status 1 AC /Status 1 AC /Status 1 AC /Status 1 AC /Status 2 AC /Status

PC PC PC PC PC PC
(5 PC max)
POLITIC.
CARDS

PC

0 0 1 1 0 0

Jol-Nar Muaat Lizix Saar Hacan Yssaril


Daniel Mikaël Christophe Cédri c Gérard Abdel
VP

5 3 4 4 6 4 OBJECTIVES

1 Blue Artifact ▼ on Arnor (1 VP)


ARTIFACTS

1 Green Artifact ▼ on Arturus (1 VP)

1 Yellow Artifact ▼ on Hope's End (1 VP)

1 Red Artifact ▼ on Lesab (1 VP)


VOC

Voice of the Council (1 VP)

1 1 I'm blockading an opponent’s SD [1 VP]

1 1 I spend 3 CC from Strategy/Command allocation [1 VP]


STAGE 1

1 I have more than one tech in 3 different colors [1 VP]

1 I control Mecatol Rex [1 VP]

I won a space battle against at least 3 ships


1 1 1 in one system this turn [1 VP]
STAGE 2

Imperium Rex

2 2 2 2 2 2 Imperial Mandate (2 VP)


PC

1 Crown of Emphidia (1 VP)


SO

Secret Objective (2 VP)


RACE-SPECIFIC TECHNOLOGIES

Jol-Nar - Spatial Conduit Network (6 resources):


Once per turn when moving, you may move ships from one system you control to another you control as if both were adjacent. Ships using this movement must end their
movement in a system you control.
Yssaril - Shuttle Logistics (3 resources):
At start of status phase, choose a system not containing enemy ships. Your GF in this system may move to any friendly planet in same or adjacent system (that does not
contain enemy ships).
Sardakk N'orr - Berserker Genome (5 resources):
Roll a die for each unit you lost at end of space combat round 1. If you roll at least one '10', your opponent must take 2 additional casualties.
L1z1x - Dreadnought Invasion Pod (2 resources):
Dreadnoughts may carry one additional GF.
Mentak - Salvage Operations (4 resources):
Gain 2 TG at end of each space combat you participated in. If you won, you may build a ship in this system that was destroyed in combat (you must pay for it) .
Hacan - Production Centers (3 resources):
As an action, spend 1 CC from Strategy Allocation area to gain 6 TG. You must then give 2 TG to any other player. You may only do this once per turn, and only if you have
fewer than 6 TG.
Xxcha - Diplomats (5 resources):
Once per turn when an enemy activates a system you control, you may spend 1 CC from Strategy Allocation area to force him to instead place the CC into his
reinforcements and immediately end his action.
Naalu - Telepathic Mind Weapon (5 resources):
When an opponent activates a system you control, he immediately loses one CC from ship supply.
Letnev - L4 Disruptors (6 resources):
You may use your race's special ability during Invasion Combat without paying any TG.
Sol - Mark II Advanced Carriers (4 resources):
Your Carriers now have a capacity of 8 and gain the "sustain damage" ability.
Saar - Foating Factory (3 resources):
Your Space Docks now have a production capacity of 5, movement of 2 and can support 5 fighters.
Yin - Fanaticism (4 resources):
You may use your race special ability twice at the start of each invasion combat.
Winnu - Bioptic Recyclers (3 resources):
As an action, discard an action card from your hand and receive 2 TG or one CC.
Muaat - Magmus Reactor (5 resources):
Your War Suns get +1 movement and cost 10 ressources.
Unit Cost Mov Hit Max Special

Carrier 3 1 9+ x4 Carry up to 6 units (Fighters, GF or PDS)

Fighter ½ - 9+ ∞
Destroyer 1 2 9+ x8 Anti-fighter beam (2D10)

Cruiser 2 2 7+ x8 Lay mines

Dreadnought 5 1 5+ x5 Sustain damage / Bombardment if invasion and no PDS

War Sun 12 2 3+ (x3) x2 Sustain damage / Bombardment (3D10) / Carry up to 6 units

Ground Force ½ - 8+ ∞
Shock Troop - - 5+ x 12 Capture Facility, SD & PDS / Die first during invasion / Should be with at least 1 GF

Space Mine 2 - 9+ x 12 Can damage each non-fighter ship ending their move in the space mine system

PDS 2 - 6+ x6 Planetary shield / Space Cannon

Space Dock 4 - - x3 Production (Resource + 2) / 3 Fighters capacity

Refinery 1 - - x8 Production +1 / Planet is exhausted when refinery is built / Not considered as an unit

Colony 1 - - x8 Influence +1 / Planet is exhausted when colony is built / Not considered as an unit

Jol-Nar Muaat Lizix Saar Hacan Yssaril

- Technology discount of 2 credits rather than 1 on technological planets


- Cost of SD = 2 resources
SCIENTIST (S) 2 1 1 1 - PDS +1 on any rolls
- Planets with PDS and Scientist can't be bombarded by WS

- Delay invasion for 1 round


DIPLOMAT (D) 1 1 1 - Can move through opponent's fleet (with opponent's permission)

- Reroll up to 2D10 per round (invasion)


GENERAL (G) 1 1 1 - Bombardement -4 for Dreadnaught and WS (defense)
- GF +1 combat (defense)

- Combat +1 additional D10


ADMIRAL (A) 1 1 1 - Movement Dreadnaught +1
- Opponent can't retreat (except if an another Admiral is present)
- No ennemy PDS fire during invasion
AGENT (E) 1 1 2 - If invasion is succesful, ennemy Facility, PDS and SD can be captured
- Sacrifice to Sabotage an Action Card

Space Battle : 1-5 = killed, 6-8 = escaped, 9-10 = captured

Invasion : 1-5 = escaped, 6-9 = captured, 10 = killed

Freeing : 9-10 = free


Home World(s) – Arretze (2r/0i), Hercant (1r/1i) and Kamdorn (0r/1i)
Starting Units – 4 ground forces, 2 carriers, 1 cruiser, 2 fighters, 1 space dock
Starting Tech – Enviro Compensator, Sarween Tools
Leaders: 1 General, 1 Diplomat, 1 Scientist
Trade Agreements: 3, 3
Special Abilities :
- Your trades do not require approval during Trade Negotiations.
- You do not need to spend a Command Counter to execute the secondary action of the
The Emirates of Hacan
Trade Strategy.
- When you receive Trade Goods from a Trade Contract you receive one additional Trade
Good.
- No player may ever (except for war) break a Trade Contract with you.
- During the Status Phase you may trade Action Cards with other players.
Racial Technology :
Production Centers (3 resources): As an action, spend 1 CC from Strategy Allocation area to
gain 6 TG. You must then give 2 TG to any other player. You may only do this once per turn,
and only if you have fewer than 6 TG.
Home World(s) – Archon Ren (2r/3i) and Archon Tau (1r/1i)
Starting Units – 1 space dock, 3 fighters, 1PDS, 1 carrier, 2 ground forces, 2 cruisers
Starting Tech – Antimass Deflectors, Enviro Compensator
Leaders: 1 Admiral, 2 Diplomats
Trade Agreements: 2, 2
Special Abilities :
- When executing the secondary action of the Diplomacy Strategy you may execute the
The Xxcha Kingdom primary action instead.
- Immediately after a political card has been drawn and read you may spend one Command
Counter from your Strategic Allocation pool to cancel the card and force another political
card to be drawn.
- Your opponent receives –1 on all combat rolls against you during the first combat round of
all Space Battles and Invasion Combats.
Racial Technology :
Diplomats (5 resources): Once per turn when an enemy activates a system you control, you
may spend 1 CC from Strategy Allocation area to force him to instead place the CC into his
reinforcements and immediately end his action.
Home World(s) – Druaa (3r/1i) and Maaluuk (0r/2i)
Starting Units – 1 space dock, 4 ground forces, 1 PDS, 1 carrier, 1 cruiser, 1 destroyer, 4 fighters
Starting Tech – Antimass Deflectors, Enviro Compensator
Leaders: 1 Diplomat, 1 Admiral, 1 Agent
Trade Agreements: 2, 1
Special Abilities :
The Naalu Collective
- The initiative number on your chosen Strategy card is always considered to be zero (this
means you’re always first in the order of play).
- If attacked a Naalu fleet may retreat before the beginning of the Space Battle.
- Your Fighters receive +1 on all combat rolls in Space Battles.
Racial Technology :
Telepathic Mind Weapon (5 resources): When an opponent activates a system you control,
he immediately loses one CC from ship supply.
Home World(s) – Jord (4r/2i)
Starting Units – 5 ground forces, 2 carriers, 1 destroyer, 1 space dock
Starting Tech – Antimass Deflectors, Cybernetics
Leaders: 1 Admiral, 1 Diplomat, 1 Agent
Trade Agreements: 2, 2
The Federation of Sol
Special Abilities :
- As an action, you may spend one Command Counter from your Strategic Allocation pool to
place two free ground forces on any one planet that you control.
- During the Status Phase you receive one extra Command Counter.
Racial Technology :
Mark II Advanced Carriers (4 resources): Your Carriers now have a capacity of 8 and gain the
"sustain damage" ability.
Home World(s) – [0,0,0] (5r/0i)
Starting Units – 1 space dock, 1 carrier, 5 ground forces, 1 dreadnought, 3 fighters, 1 PDS
Starting Tech –Enviro Compensator, Stasis Capsules, Cybernetics, Hylar V Assault Laser
Leaders: 1 Diplomat, 1 Scientist, 1 Agent
Trade Agreements: 1, 1
The L1Z1X Mindnet Special Abilities :
- The base cost of your Dreadnoughts is 4.
- Your Dreadnoughts receive +1 during Space Battles and your ground forces receive +1
when attacking during Invasion Combat.
- You start with one extra Command Counter in your Strategic Allocation pool.
Racial Technology :
Dreadnought Invasion Pod (2 resources): Dreadnoughts may carry one additional GF.
Home World(s) – Quinarra (3r/1i) and Tren’Lak (1r/0i)
Starting Units – 5 ground forces, 1 carrier, 1 cruiser, 1 PDS, 1 space dock
Starting Tech – Hylar V Assault Laser, Deep Space Cannon
Leaders: 2 Generals, 1 Admiral
The Sardakk N’orr Trade Agreements: 2, 1
Special Abilities :
- You receive +1 to your combat rolls.
Racial Technology :
Berserker Genome (5 resources): Roll a die for each unit you lost at end of space combat
round 1. If you roll at least one '10', your opponent must take 2 additional casualties.
Home World(s) – Retillion (2r/3i) and Shalloq (1r/2i)
Starting Units – 1 space dock, 5 ground forces, 1 PDS, 2 carriers, 1 cruiser, 2 fighters
Starting Tech – Antimass Deflectors, XRD Transporter
Leaders: 1 Admiral, 2 Agents
Trade Agreements: 2, 1

Special Abilities :
The Yssaril Tribes - You are allowed to skip your action turn during the Action Phase (you may not skip two
such action turns in a row).
- You draw one additional Action Card during Status Phase.
- You are never limited to a hand size of Action Cards (ever).
- Once during the Strategy Phase you may look at one other player’s hand of Action Cards.
Racial Technology :
Shuttle Logistics (3 resources): At start of status phase, choose a system not containing
enemy ships. Your GF in this system may move to any friendly planet in same or adjacent
system (that does not contain enemy ships).
Home World(s) – Arc Prime (4r/0i) and Wren Terra (2r/1i)
Starting Units – 1 space dock, 1 dreadnought, 1 destroyer, 1 carrier 3 ground forces
Starting Tech – Hylar V Assault Laser, Antmass Deflectors
Leaders: 1 Diplomat, 1 Admiral, 1 General
Trade Agreements: 1, 1
Special Abilities :
The Barony of Letnev
- Before any Space Battle or Invasion Combat round, you may spend 2 Trade Goods to give
all your spaceships +1 or all of your ground forces +2 on their combat rolls (for that combat
round only).
- Your fleets may always contain one more ship than the number of Command Counters in
your Fleet Supply pool.
Racial Technology :
L4 Disruptors (6 resources): You may use your race's special ability during Invasion Combat
without paying any TG.
Home World(s) – Jol (1r/2i) and Nar (2r/3i)
Starting Units – 2 ground forces, 2 carriers, 1 fighter, 2 PDS, 1 dreadnought, 1 space dock
Starting Tech – Hylar V Assault Laser, Antimass Deflectors, Enviro Compensator, Sarween Tools
Leaders: 2 Scientists, 1 Admiral
Trade Agreements: 3, 1
Special Abilities :
- You receive -1 to all your combat rolls.
The Universities of Jol-Nar
- When executing the secondary action of the Technology Strategy, you may execute both
its primary and secondary action.
- You may spend a Command Counter from your Strategy Allocation pool to immediately re-
roll any of your die rolls.
Racial Technology :
Spatial Conduit Network (6 resources): Once per turn when moving, you may move ships
from one system you control to another you control as if both were adjacent. Ships using
this movement must end their movement in a system you control.
Home World(s) – Moll Primus(4r/1i)
Starting Units – 1 carrier, 3 cruisers, 1 PDS, 4 ground forces, 1 space dock
Starting Tech – Hylar V Assault Laser, Enviro Compensator
Leaders: 1 Agent, 1 Admiral, 1 Diplomat
Trade Agreements: 1, 1
Special Abilities :
- You start the game with one additional Command Counter in your Fleet Supply pool.
The Mentak Coalition- Before a space battle begins (in which you are a participant) you may fire up to two
Cruisers/Destroyers (or a mix thereof). The enemy takes casualties immediately with no
return fire allowed.
- During the Strategy Phase, you may take one Trade Good from up to two different players
(who have at least three Trade Goods).
Racial Technology :
Salvage Operations (4 resources): Gain 2 TG at end of each space combat you participated
in. If you won, you may build a ship in this system  that was destroyed in combat (you must
pay for it) .
Home World(s) – Lisis II (1r/0i) and Ragh (2r/1i)
Starting Units – 4 ground forces, 2 carriers, 2 fighters, 1 cruiser, 1 space dock
Starting Tech – Antimass Deflectors, XRD Transporter
Leaders: 1 Agent, 1 Admiral, 1 General
Trade Agreements: 2, 1
Special Abilities :
The Clan of Saar - Gain 1 Trade Good every time you acquire a new planet.
- Your Space Docks have a movement of 1 but cannot move & build in the same activation.
Your Space Docks are never on planets and have a production capacity of 4. If your Space
Dock is present in a system with enemy but no friendly ships, it is destroyed.
- You may fulfill objectives even if you don't control your Home System.
Racial Technology :
Foating Factory (3 resources): Your Space Docks now have a production capacity of 5,
movement of 2 and can support 5 fighters.
Home World(s) – Darien (2r/4i)
Starting Units – 4 ground forces, 2 carriers, 1 destroyer, 4 fighters, 1 space dock
Starting Tech – Hylar V Assault Laser, Automated Defense Turrets
Leaders: 1 General, 1 Diplomat, 1 Agent
Trade Agreements: 1, 1

Special Abilities :
The Yin Brotherhood- Before an Invasion Combat in which you are the attacker begins, you may roll 1 die. On a
5+ your opponent looses 1 Ground Force and you gain 1 Ground Force.
- Immediately before the second round of a Space Battle, you may discard one of your
participating Destroyers or Cruisers to choose one opposing ship present and immediately
inflict one hit on it.
- Once per turn, as an Action, you may place your control marker on an unexhausted Planet
Card you control. Until the end of the round, its Influence and Resource values are reversed.
Racial Technology :
Fanaticism (4 resources): You may use your race special ability twice at the start of each
invasion combat.
Home World(s) – Winnu (3r/4i) Yellow tech discount
Starting Units – 3 ground forces, 1 carrier, 1 cruiser, 2 fighters, 1PDS, 1 space dock
Starting Tech – Antimass Deflectors, Enviro Compensator, Stasis Capsules
Leaders: 1 Scientist, 1 Admiral, 1 Agent
Trade Agreements: 3, 1

The Winnu
Special Abilities :
- You may always add Influence value of your Home System planet to your votes, even if is
The Winnu
exhausted.
- Your planets that contain at least 1 Ground Force are immune to the Local Unrest Action
Card.
- You do not need to spend a Command Counter to execute secondary ability of the
Technology Strategy.
Racial Technology :
Bioptic Recyclers (3 resources): As an action, discard an action card from your hand and
receive 2 TG or one CC.
Home World(s) – Muaat (4r/1i)
Starting Units – 4 ground forces, 1 war sun, 2 fighters, 1 space dock
Starting Tech – Enviro Compensator, Sarween Tools, War Sun
Leaders: 1 Scientist, 1 General, 1 Diplomat
Trade Agreements: 2, 2
Special Abilities :
The Embers of Muaat- Your War Suns have a base movement of 1. This improves to 2 when you acquire the Deep
Space Cannon technology.
- As an action, you may spend 1 Command Counter from your Strategy Allocation Area to
place 2 free fighters or 1 free destroyer in any one system containing one of your War Suns
or your Space Docks.
- Your ship may move through but may not end their movement in Supernova systems.
Racial Technology :
Magmus Reactor (5 resources): Your War Suns get +1 movement and cost 10 ressources.
fighters
en Tools
PRIMARY SECONDARY

1. - Receive 3 CC. - Receive 1 CC for every 2 influences spent (up to 3 CC maximum).


LEADERSHIP - You may execute immediately this card's secondary ability. Cost = Tap planets or pay TGs.

A) Choose one system containing a planet you control. Each opponent must place a
2. - Claim an empty planet adjacent to a system you control.
CC from his reinforcements.
DIPLOMACY II B) Execute this card's secondary ability without paying a CC or any influence. Cost = 1 CC & 3 influences.

- Draw 1 political card and 2 action cards.


A) If you are not the Speaker, claim the Speaker token. Choose one other player to - Refresh any number of your planet cards with total combined resource and
3.
play a political card and resolve its agenda. influence of 6 or less.
ASSEMBLY B) Choose one other player to claim the Speaker token. Play a political card from Cost = 1 CC.
your hand and resolve its agenda.

- Build in one of your system (even activated) containing a SD with a bonus of 2 - Build up to 3 units in one of your system (even activated) containing a SD.
4.
resources. - Building doesn't activate the system.
PRODUCTION - Building doesn't activate the system. Cost = 1 CC.

- Receive 3 Trade Goods OR Cancel up to 2 trade agreements (except Hacan's trade agreements).
5.
- All players receive Trade Goods from their active trade agreements minus 1 (except active player).
TRADE II - Open trade negotiations. Active player must approve all new Trade Agreements.

- Choose a system to place the High Alert token. Your ships in this system gain +1 - Move up to 2 of your ships from unactivated systems into any adjacent system you
6. movement and +1 on space combat rolls. control.
WARFARE II - You may move the High Alert token with any ships that move out of the system. The - This does not activate the destination system(s).
token is removed at the start of the Status Phase. Cost = 1 CC.

7. - Receive 1 technology advance. - Receive 1 Technology advance.


TECHNO II - You may buy a second technology advance at the cost of 8 resources. Cost = 1 CC & 6 resources.

After selecting this card, reveal cards from the objective deck equal to the number of
bonus counters on this card.
8. - Receive 1 CC. - Draw 1 political card and 1 action card.
BUREAUCRACY - Draw the top 2 cards from the objective deck. Reveal one and place the other on Cost = 1 CC.
the top of the deck.
- You may immediately claim 1 public objective that you qualify for.
OPTIONS AND VARIANTS
- Game in 9 VP
- Option Long War : NO
- Option Age of Empire : NO
- Option Distant Suns : YES
- Option Leaders : YES
- Option Sabotage Runs : NO
- Option Homeworld : YES
- Option Star in the Crown : NO
- Option Ancient Throne : NO
- Variant Imperial Strategy Card : NO
- Variant Strategy Cards : YES
- Variant Objectives : YES
- Variant Race-Specific Technologies : YES
- Variant Artifacts : YES
- Variant Shock Troops : YES
- Variant Space Mines : YES
- Variant Wormhole Nexus : YES
- Variant Facilities : YES
- Variant Tactical Retreats : YES
- Variant New Distant Suns Domain Counters : YES
- Variant Territorial Distant Suns : YES
- Variant Voice of the Council : YES
- Variant Simulated Early Turns : NO

GENERAL GUIDELINES
- Basic rules of Twilight Imperium 3rd Edition, Twilight Imperium Expansion and Twilight Imperium 3rd Edition FAQ (version 2
(see House Rules below).
- The Game Master (GM) maintains the official count of all game variables, including, but not limited to, the game board, u
Counters), Command Counters, Planet Cards, Trade Cards, Trade Goods, Technology Advances, Action Cards, Political C
and Secret Objectives. The GM also keeps track of all deadlines.
- All players are encouraged to regularly check all publicly accessible information pertaining to the game. In case of discrepa
and ask to correct the mistake. Any problems arising from a player's failure to notice such discrepancies will not be considere
case of irreversible negative consequences for the player(s) involved.
- The GM has final say on all issues.
Number of Planets Total Unit Strenght
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10 Rd 0
Jol-Nar 2 6 7 8 8 Jol-Nar 21
Muaat 1 4 5 8 7 Muaat 19
Lizix 1 5 7 6 6 Lizix 18
Saar 2 6 6 6 7 Saar 15
Hacan 3 7 9 11 9 Hacan 15
Yssaril 2 6 7 6 9 Yssaril 18

11 100
10 90
9 80
8
70
7 Jol-Nar
60
6 Muaat
Lizix 50
5
4 Saar 40
3 Hacan 30
2 Yssaril 20
1 10
0 0
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd Rd 0 Rd 1 Rd 2 Rd 3 Rd 4
10

Victory Points
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
Jol-Nar 0 3 4 4 5
Muaat 0 2 2 2 3
Lizix 0 3 3 3 4
Saar 0 3 3 3 4
Hacan 0 3 3 5 6
Yssaril 0 2 3 3 4

4 Jol-Nar
Muaat
3 Lizix
Saar
2
Hacan
Yssaril
1

0
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd
10
Unit Strenght
Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
27 47 66 95
30 43 43 61
27 39 41 37
23 32 40 48
23 29 48 56
17 29 40 45

Jol-Nar
Muaat
Lizix
Saar
Hacan
Yssaril

Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd
10
PUBLIC OBJECTIVES STAGE 1
- I'm blockading an opponent’s SD [1 VP]
- I won a space battle against at least 3 ships in one system this turn [1 VP]
- I control Mecatol Rex [1 VP]
- I took control of 3 planets this turn [1 VP]
- I have more than one tech in 3 different colors [1 VP]
- I spend 4 TG, 3 resources, 3 influence [1 VP]
- I succesfully invaded one planet containing at least 1 opposing GF this turn [1 VP]
- I control planets with greater influence than player to right and player to left [1 VP]
- I spend 3 CC from Strategy/Command allocation [1 VP]
- I spend 10 resources or 10 influences [1 VP]

PUBLIC OBJECTIVES STAGE 2


- I destroyed an opponent's SD at the end of combat this turn [2 VP]
- I won 2 space battles this turn, each in different systems and against at least 3 opposing ships [2 VP]
- I control Mecatol Rex and at least 3 systems adjacent to it [2 VP]
- I successfully invaded 2 planets, each containing at least 1 enemy GF this turn [2 VP]
- I have 5 techs of same color [2 VP]
- I have at least 4 (non-fighter) ships in two different opponent's home systems [Win the game]
- I spend 20 resources or 20 influences [2 VP]
- I spend 6 CC from command/strategy [2 VP]
- I control 11 planets outside my home system [3 VP]
- Imperium Rex [Game over]

SECRET OBJECTIVES
- USURPER: I control Mecatol Rex, I have a Space Dock here, and at least 6 Ground Forces here.
- THREATENING: I control systems adjacent to 2 different player's home systems.
- TECHNOCRAT: I control at least 6 planets with a technology specialty.
- REGULATOR: I destroyed Space Docks controlled by 2 different players this turn.
- MERCILESS: This turn, I successfully took control of my neighbor's last Space Dock on the board. My neighbor is another player direct
- INDUSTRIAL: I control Mecatol Rex, and I have all 3 of my Space Docks and all 5 of my Dreadnoughts on the board.
- CONQUEROR: I control all the planets in another player's Home System.
- FORCEFUL: I control Mecatol Rex; I have a Space Dock here, and at least 4 Dreadnoughts in the Mecatol Rex system.
- FOCUSED: I control at least 4 planets with the same technology specialty.
- DIVERSIFIED: I control Mecatol Rex, I have a Space Dock here, and I have at least 2 Technology Advances in each of three different c
- KEEPER OF GATES: I have at least 1 (non-Fighter) ship in every system containing a wormhole.
- MASTER OF SHIPS: I control Mecatol Rex, I have a Space Dock here, and at least 8 (non-fighter) ships in the Mecatol Rex system.
- EXPANSIONIST: I control 8 planets outside my Home System.
DEFINITIONS
Units: All in table but Facilities and Space Mines (see back of page).
Ships: All units except for PDS, GF and Space Dock
Spaceships: All ships except for Fighters (self ruling)
Fighter Capacity: Max number of Fighters supported in the system (by Carriers, War Suns and Space Docks).
Wormholes: Adjacent for purposes of movement only.
Empty systems: Systems without any units (MAY have counters). Special systems are NOT empty.
Special systems: Asteroid Field, Ion Storm, Nebula and Supernova
System you control: You control all planets in the system (if any) and have 1 spaceship in the syste m.
RACE SHEET
Strategic Allocation Area (SA)
Command Counters (CC) in your Strategic Allocation Area are mostly used to initiate the secondary ability of strategy cards and some racial abilities.
Fleet Supply (FS)
You can never have more spaceships in one system than the number of CCs in your Fleet Supply. Remove excess spaceships instantly (even before landin
Command Pool (CP)
CCs in your Command Pool are mostly used for Tactical and Transfer actions.
PHASES
Strategy Phase
Select strategy cards (SC) clockwise, speaker picks first. If card the SC has bonus counters, the player gets one CC or Trade Good (TG) per counter.
3 or 4 players: select 2 cards per player one at a time.
Action Phase
Each player executes an action in turn order. Order of play is determined by initiative on strategy card, lowest first. In case of tied initiative, Speaker decid
Strategic Action
Turn over SC and execute primary ability, then all other players execute its secondary ability.
Transfer action
1. Activate two inactivated systems by placing 1 CC from command pool, 1 CC from reinforcements. Only activate systems that are adjacent,
2. Movement between systems (Fighters must be transported)
3. PDS fire (once per PDS) / Space Mines
4. Landings (friendly only)
5. Production in one of the activated systems only.
Tactical action
1. Activate system (CC from command pool)
2. Movement into system from any number of systems.
3. PDS fire (once per PDS) / Space Mines
4. Space battles
5. Landings
6. Invasion combat
7. Production
Play as an action
Some action cards have “Play as an action” listed.
Pass
Only if your SC is turned over (both SCs if you have 2). After passing, no new actions are allowed this game round. Executing SCs’ secondary ability i
Status Phase
1. Each player claims 1 Public Objective and/or 1 Secret Objective (clockwise – beginning with Speaker)
2. Repair all damaged ships
3. Remove Command Counters
4. Refresh planet cards
5. Receive 1 action card and 2 command (in order of init)
6. Redistribute Command Counters (check fleet supply).
7. Return strategy cards
- Scuttle Units: once Step 1 is complete, at any time during the Status Phase, a player is allowed to destroy (return to reinforcements) any of his u
- Trade Agreements may be broken at anytime during the Status Phase.
- Refresh Ability: Some planets and all Trade Stations (see below) have a “refresh ability”. You may exhaust the planet or Trade Station during the S
GAME END
Game end: A player has 9 points unless a public objective states otherwise
Victory: Highest points; if tie lowest initiative; else game tied
Imperium Rex: Game End, winner = highest VP, if tie resolve in order: most objectives, planets, unused CC, tie
MOVEMENT / TRANSFER
To Activate a System
The player places a CC in the hex (system) he wishes to activate. If one of his CCs is already there, the player may NOT place a new CC there (i.e. activ
Movement (tactical)
All units within range may move into system if they can trace a route within range and without enemy spaceships (non-fighter). May move through activa
Movement (transfer)
Units may move between system, fighter capacity still counts, just as fleet supply. Movements are simultaneous .
Transfer action summary:
1) Activate two systems
- Must be adjacent
- Must have at least one of your units in each system
- May not have any enemy units in either system
- Activate one system from command pool, activate other system from reinforcements
2) Movement between systems
3) PDS Fire
4) Planetary Landings
5) Production (in one system)
PDS FIRE
As a Tactical Action, you may activate a system to fire at enemy ships within that system (or support your attacking fleet).
When an adversary activates a system, all your PDS within range of the activated system may fire at enemy ships within the system (the ships MUST be
You cannot fire through a Wormhole. A planet may never have more than 2 PDS.
SPACE MINES
When a fleet ENDS ITS MOVEMENT in a system with enemy Space Mines, roll 1 die for each spaceship in the fleet (9 or 10 = hit). Remove 1 Space Min
SABOTAGE RUN
During pre-combat (see Space Battles for timing), players announce which Fighter will be used against which enemy War Sun (attacker first).
Outer defenses: roll for each fighter, on a natural 9 or 10 Fighter lives
Inner defenses: roll for each remaining Fighter, one at a time. On a natural 10, War Sun is destroyed, otherwise, Fighter is destroyed.
SPACE BATTLES
Before Space Battle: PDS, Space Mines, Action Card (stating “before space battle”)
Pre-Combat: Anti-Fighter Barrage, Assault Cannons, Mentak ability, Minister of War, Naalu ability, Sabotage Run;
1. Announce Withdrawals/Retreat
2. Roll Combat dice (if result ≥ battle 1 hit)
3. Remove Casualties (Fighter capacity DOES NOT apply during Space Battle)
4. Execute Withdrawals/Retreats
Repeat until withdrawal/retreat or no ships remain.
Withdraw/Retreat: If enemy has not been destroyed move to a previously activated (or inactivated) system containing no enemy units. If system is inactiv
BLOCKADE
If an enemy ship is present in the same system as your Space Dock, this Space Dock is “blockaded” (cannot produce units).
LANDINGS
Announce all landings; a unit can only be assigned once. Resolve hostile landings according to active player’s wishes. Landings on several planets are
Friendly landings: Landings on planets you control
Neutral landings: Landings on uncontrolled planets. Take planet card exhausted
Hostile landings (invasion): See Invasion Combat
INVASION COMBAT
Pre-combat: Bombardment (War Suns and Dreadnoughts fire once), PDS fire.
1. Roll Combat dice (if die ≥ battle 1 hit)
2. Remove casualties
Continue Step 1 & 2 until either side lost all units.
If successful remove all enemy PDS, Facility and Space Dock and remove control markers, hand over planet card exhausted to new controller.
SHOCK TROOPS
Shock Troop (ST) is a subtype of GF. Any effect applying to GF applies to ST also. If a natural 10 is rolled in favor of a GF during an invasion, substitute
1. STs are taken as casualties before GFs.
2. STs capture Space Dock, Facility and PDSs if invasion is successful.
3. STs must always (inside ships also) be with a GF or an ST becomes a GF
PRODUCTION
Build units in activated system.
Build Space Dock and/or Facility:
1. System has been activated by tactical.
2. Planet under your control for entire Game Round
3a. Space Dock: No Space Dock on planet.
3b. Facility: No Facility on planet.
4. No enemy ships. Place Space Dock and/or Facility on planet
Building units (other than Space Docks):
Only at Space Docks. Must have had Space Dock for entire Game Round. May not build more units than Production Capacity (Planet Resource Nu
Spend resources by exhausting planets. Select units and spend resources. Ships are placed in space. GF and PDS are placed on same planet as
Deploying Space Mines:
Cruiser must be present in activated system.
1 Space Mine token per Cruiser; a Cruiser built during the same activation cannot deploy Space Mines.
TRADE GOODS
May be given to other players freely. This is the only way things can be given freely unless other effects state so differently. May be used instead or in ad
ACTION CARDS
You can NEVER have more than 7. If more discard immediately. Player declares that he is playing an Action Card (face down), players may then respon
Sabotage: Sabotage Action Card can be played after the Action Cards have been revealed. If the sabotaged Action Card was played as an action, althou
POLITICAL CARDS
You can never have more than 5. If more discard immediately. Played only during the Assembly Strategy Card’s primary ability as instructed on the Asse
TRADE STATIONS
The instant your ship ends its movement in the system, place your control marker on the Trade Station. If an enemy ship should end its movement in the sy
LEADERS
Space Battle : 1-5 = killed, 6-8 = escaped, 9-10 = captured
Invasion : 1-5 = escaped, 6-9 = captured, 10 = killed
Freeing : 9-10 = free
AC

# Title Description Phase Play When Detail


Advanced
2 Place 2 Ground Forces or 1 Shock Troop on any one planet you control. Action Action
Reinforcements

Advanced
2 Place 2 Ground Forces or 1 Shock Troop on any one planet you control. Action Action
Reinforcements

Alien Technology You may immediately spend 4 resources to receive one Technology advance (for which you have the necessary prerequisites). This cost cannot be reduced. Action Action

Armistice Choose an opponent and a planet you control. The chosen opponent cannot invade the chosen planet this round. Action Action

Bribery You may add one additional vote to your total for each Trade Good you spend. Political Specific Immediately after all players have voted on an Agenda.

If you have a Dreadnought in a system containing an enemy-controlled planet, play this card to destroy half of the defending Ground Forces (round up).
Chemical Warfare Combat Specific Immediately before an Invasion Combat.
Chemical Warfare bypasses enemy PDS.

Civil Defense Place two free PDS units on any planet you control that does not already have a PDS unit. Action Action

Command Summit Receive 2 CC. Strategy Strategy

Communications
2 No players may play Action Cards until the end of the battle (except the Sabotage Action Card). Combat Specific Immediately before a Space Battle in which you are participating.
Breakdown

Communications
2 No players may play Action Cards until the end of the battle (except the Sabotage Action Card). Combat Specific Immediately before a Space Battle in which you are participating.
Breakdown

Corporate Sponsorship You may purchase a Green Technology for 4 fewer resources. Tech Specific Immediately before purchasing a new Technology.

Immediately after a player executes the primary ability of the Political


Council Dissolved The player who chose the Political Strategy does not draw a Political Card. Political Specific
Strategy card.

Roll 2 dice. For each roll equal to or greater than your ship's combat value, your opponent must immediately take one casualty. you may use this card even
2 Courageous to the End Combat Specific Immediately after one of your ships is destroyed.
if your ship should not receive return fire.

Roll 2 dice. For each roll equal to or greater than your ship's combat value, your opponent must immediately take one casualty. you may use this card even
2 Courageous to the End Combat Specific Immediately after one of your ships is destroyed.
if your ship should not receive return fire.

Cultural Crisis Choose a player (the chosen player may be yourself). That player loses all racial special abilities this round, both advantages and disadvantages. Strategy Strategy

Choose any agenda from the Political Deck, from the discarded Political Cards, or from the current laws in play. The Council must now vote on this agenda
Determine Policy Political Specific Immediately before a Political Card is drawn.
rather than draw a new political card.

Diplomatic Immunity Choose a system in which you have at least one spaceship. Only you may activate the chosen system this turn. Action Action

Immediately after the ship has been damaged in a Space Battle in


4 Direct Hit Destroy an opponent's damaged ship. Combat Specific
which you are participating.

Immediately after the ship has been damaged in a Space Battle in


4 Direct Hit Destroy an opponent's damaged ship. Combat Specific
which you are participating.

Immediately after the ship has been damaged in a Space Battle in


4 Direct Hit Destroy an opponent's damaged ship. Combat Specific
which you are participating.

Immediately after the ship has been damaged in a Space Battle in


4 Direct Hit Destroy an opponent's damaged ship. Combat Specific
which you are participating.

Disclosure Look at all of an opponent's Action Cards. Then choose and discard one of them. Any time Any time

Immediately after another player casts a vote during the resolution of a


Discredit Change another player's vote to “abstain,” even if the Political Card is an “Elect” vote. Political Specific
Political Card.

Dug In Choose a planet. Your Ground Forces on that planet are immune to planetary bombardment this round. Combat Specific Immediately before bombardment.

2 Emergency Repairs Choose a system. Immediately repair all of your Dreadnoughts and War Suns in the chosen system. Action Any time

2 Emergency Repairs Choose a system. Immediately repair all of your Dreadnoughts and War Suns in the chosen system. Action Any time

2 Enhanced Armor Until the end of the round, your Cruisers gain the “sustain damage” ability. Action Action

2 Enhanced Armor Until the end of the round, your Cruisers gain the “sustain damage” ability. Action Action

2 Equipment Sabotage Destroy up to 2 PDS units on the planet of your choice. Action Action

2 Equipment Sabotage Destroy up to 2 PDS units on the planet of your choice. Action Action

Experimental After an opponent has activated a system and moved any ships into the
Choose one Space Dock. That Space Dock can immediately fire three times at an enemy fleet in range as if the Space Dock were one of your PDS units. Combat Specific
Battlestation system.

Experimental
2 Until the end of the combat round, all hits from your Dreadnoughts and War Suns may not be applied to Fighters (unless there are no other ships present). Combat Specific Immediately before any round of combat.
Weaponry

Experimental
2 Until the end of the combat round, all hits from your Dreadnoughts and War Suns may not be applied to Fighters (unless there are no other ships present). Combat Specific Immediately before any round of combat.
Weaponry

Fantastic Rhetoric You gain 10 additional influence for one vote. Political Specific Immediately before you vote on the resolution of a Political Card.

Faulty Targeting
2 Cancel a Minelayers Action Card or discard 1 Space Mine in any system or force one opponent to reroll one of his PDS rolls. Any time Any time
Systems

Faulty Targeting
2 Cancel a Minelayers Action Card or discard 1 Space Mine in any system or force one opponent to reroll one of his PDS rolls. Any time Any time
Systems

Fighter Prototype Choose a system. All of your fighters in that system receive a +2 on all combat rolls for one combat round. Combat Specific Immediately before a Space Battle.

2 First Strike You may take your first action of the Action Phase before the player with the lowest initiative number. Then resume order of play as normal. Strategy Specific Immediately after the Strategy Phase.

2 First Strike You may take your first action of the Action Phase before the player with the lowest initiative number. Then resume order of play as normal. Strategy Specific Immediately after the Strategy Phase.

4 Flank Speed Choose a system you have just activated with a Command Counter. Increase the movement of all ships moving to that system by 1. Action Specific Immediately after activating a system with a Command Counter.

4 Flank Speed Choose a system you have just activated with a Command Counter. Increase the movement of all ships moving to that system by 1. Action Specific Immediately after activating a system with a Command Counter.

4 Flank Speed Choose a system you have just activated with a Command Counter. Increase the movement of all ships moving to that system by 1. Action Specific Immediately after activating a system with a Command Counter.

4 Flank Speed Choose a system you have just activated with a Command Counter. Increase the movement of all ships moving to that system by 1. Action Specific Immediately after activating a system with a Command Counter.

2 Flanking Tactic Your opponent may not retreat from the battle (regardless of Special Abilities or Action Cards that would allow a retreat). Combat Specific Immediately before a Space Battle in which you are participating.

2 Flanking Tactic Your opponent may not retreat from the battle (regardless of Special Abilities or Action Cards that would allow a retreat). Combat Specific Immediately before a Space Battle in which you are participating.

You may execute the primary ability of any Strategy Card not chosen during this Strategy Phase. Each other player may then execute the card's secondary
Flawless Strategy Action Action
ability as usual.

Immediately before purchasing a Technology that requires another


Focused Research Spend six resources to ignore one prerequisite Technology requirement in the tech tree. Tech Specific
single Technology that you do not possess.

4 Friendly Fire If your opponent has more Fighters than non-Fighter ships in this system, he must immediately lose half of his Fighters here (rounded down). Combat Specific Immediately before a Space Battle in which you are participating.

4 Friendly Fire If your opponent has more Fighters than non-Fighter ships in this system, he must immediately lose half of his Fighters here (rounded down). Combat Specific Immediately before a Space Battle in which you are participating.

4 Friendly Fire If your opponent has more Fighters than non-Fighter ships in this system, he must immediately lose half of his Fighters here (rounded down). Combat Specific Immediately before a Space Battle in which you are participating.

4 Friendly Fire If your opponent has more Fighters than non-Fighter ships in this system, he must immediately lose half of his Fighters here (rounded down). Combat Specific Immediately before a Space Battle in which you are participating.

Ghost Ship Place a free Destroyer in any wormhole space that contains no enemy ships. Action Action

Good Year Receive one Trade Good for each planet you control outside your Home System. Action Action

There is no Fleet Supply limit for your ships in your Home System this round. At the end of the Status Phase, you must remove any ships that exceed your
Grand Armada Strategy Strategy
normal Fleet Supply limit.

Choose one of your fleets. All ships in that fleet with a movement of 2 or more can pass through, but not stop in, a system occupied by enemy ships during
3 In the Silence of Space Action Specific Immediately after activating a system with a Command Counter.
this activation.

Page 22
AC

Choose one of your fleets. All ships in that fleet with a movement of 2 or more can pass through, but not stop in, a system occupied by enemy ships during
3 In the Silence of Space Action Specific Immediately after activating a system with a Command Counter.
this activation.

Choose one of your fleets. All ships in that fleet with a movement of 2 or more can pass through, but not stop in, a system occupied by enemy ships during
3 In the Silence of Space Action Specific Immediately after activating a system with a Command Counter.
this activation.

Influence in the
Break one trade agreement in play. Action Action
Merchants' Guild

Insubordination Remove one Command Counter from the Command Pool of one opponent. Action Action

Choose one Dreadnought. All ships in the fleet containing that Dreadnought receive +1 on all combat rolls for the remainder of the battle. The first two hits
Into the Breach Combat Specific Immediately before any Space Battle begins.
against your fleet must be applied to the chosen Dreadnought.

Choose a planet in a non-Home system. Exhaust that planet and destroy one Ground Force on it, if able. If there are no Ground Forces left on the planet, it
4 Local Unrest Action Action
reverts to neutral status.

Choose a planet in a non-Home system. Exhaust that planet and destroy one Ground Force on it, if able. If there are no Ground Forces left on the planet, it
4 Local Unrest Action Action
reverts to neutral status.

Choose a planet in a non-Home system. Exhaust that planet and destroy one Ground Force on it, if able. If there are no Ground Forces left on the planet, it
4 Local Unrest Action Action
reverts to neutral status.

Choose a planet in a non-Home system. Exhaust that planet and destroy one Ground Force on it, if able. If there are no Ground Forces left on the planet, it
4 Local Unrest Action Action
reverts to neutral status.

Lucky Shot Destroy one enemy Dreadnought, Cruiser, or Destroyer currently in a system containing a planet under your control. Action Action

You may immediately move one of your existing Space Docks to another friendly planet. A route that does not contain enemy ships must exist between the
Massive Transport Action Action
two planets.

Draw a number of Action Cards equal to the number of players. You may look at them and distribute one of them to each player. Players will receive 1 fewer During the Status Phase, immediately before any players have drawn
Master of Fate Status Specific
Action Card during this Status Phase. Action Cards.

Master of Trade Play only if you have two trade agreements. Choose and refresh up to two of your exhausted planets. Any time Any time

Place the destroyed ship on this card. At the start of the next Status Phase, place this ship at any one of your Space Docks (for free) and discard this card. If
2 Military Foresight Combat Specific After one of your ships is lost in a Space Battle.
you do not have any Space Docks on the board during the Status Phase, the ship is discarded.

Place the destroyed ship on this card. At the start of the next Status Phase, place this ship at any one of your Space Docks (for free) and discard this card. If
2 Military Foresight Combat Specific After one of your ships is lost in a Space Battle.
you do not have any Space Docks on the board during the Status Phase, the ship is discarded.

Minelayers Choose a system containing one of your fleets. Each of your Cruisers in the system inflicts one automatic hit before the first round of a Space Battle. Combat Specific Immediately after an enemy fleet enters the system.

5 Morale Boost For one combat round (not an entire battle), all of your units receive +1 on all combat rolls. Combat Specific Immediately before any Space Battle or Invasion Combat round.

5 Morale Boost For one combat round (not an entire battle), all of your units receive +1 on all combat rolls. Combat Specific Immediately before any Space Battle or Invasion Combat round.

5 Morale Boost For one combat round (not an entire battle), all of your units receive +1 on all combat rolls. Combat Specific Immediately before any Space Battle or Invasion Combat round.

5 Morale Boost For one combat round (not an entire battle), all of your units receive +1 on all combat rolls. Combat Specific Immediately before any Space Battle or Invasion Combat round.

5 Morale Boost For one combat round (not an entire battle), all of your units receive +1 on all combat rolls. Combat Specific Immediately before any Space Battle or Invasion Combat round.

Multiculturalism Choose one racial special ability possessed by one of your opponents. You gain that special ability this round. Strategy Strategy

Opening the Black Box All your red planets grant a tech credit of 2 (rather than 1) when you purchase a red Technology. Tech Specific Immediately before purchasing a Technology.

Move up to two Cruisers or Destroyers in an activated system to an empty adjacent system or systems. Then place Command Counters from your
Patrol Action Action
reinforcements in those systems.

Choose a planet your opponent controls. Roll a die for each Ground Force unit on that planet. If the number rolled is even, that unit is destroyed. Your
Plague Action Action
opponent retains control of the planet even if all of his Ground Forces are destroyed.

Policy Paralysis Choose an opponent. That opponent may not participate in the secondary ability of the currently active Strategy Card. Action Specific Immediately after the primary ability of a Strategy Card is resolved.

Keep your current Strategy Card instead of relinquishing it at the end of the game round. You do not select a new Strategy Card during the Strategy Phase
Political Stability Status Status
of the upcoming round. You cannot play this card if you chose the Imperial or Initiative Strategy card this round.

Choose an opponent. Take all Trade Goods from that opponent's Trade Goods area. Place half of them (round down) in your Trade Goods area and
Privateers Action Action
discard the rest.

Productivity Spike Choose one of your Space Docks. The production capacity of that Space Dock increases by a number equal to its planet's influence this round. Strategy Strategy

Public Disgrace After a player has chosen a Strategy Card, play this card to force the player to return that Strategy Card and choose a different one. Strategy Specific Immediately after a player has chosen a Strategy Card.

Rally of the People Receive one Dreadnought in your Home System. Action Action

3 Rare Mineral Receive three Trade Goods. Combat Specific Immediately after successfully invading a neutral planet.

3 Rare Mineral Receive three Trade Goods. Combat Specific Immediately after successfully invading a neutral planet.

3 Rare Mineral Receive three Trade Goods. Combat Specific Immediately after successfully invading a neutral planet.

Immediately after you or an opponent has rolled a die during a Space


4 Recheck Force any one combat die to be re-rolled. Combat Specific
Battle or Invasion Combat in which you are participating.

Immediately after you or an opponent has rolled a die during a Space


4 Recheck Force any one combat die to be re-rolled. Combat Specific
Battle or Invasion Combat in which you are participating.

Immediately after you or an opponent has rolled a die during a Space


4 Recheck Force any one combat die to be re-rolled. Combat Specific
Battle or Invasion Combat in which you are participating.

Immediately after you or an opponent has rolled a die during a Space


4 Recheck Force any one combat die to be re-rolled. Combat Specific
Battle or Invasion Combat in which you are participating.

Choose and exhaust a planet controlled by an opponent who has just taken control of a planet from you. Then choose and refresh one of your planets with
Reparations Combat Specific Immediately after you lose control of a planet to an opponent.
an equal or lesser resource value.

Rise of a Messiah Receive one Ground Force unit on each planet that you control. Action Action

Immediately after the chosen player receives Trade Goods from his
Ruinous Tariffs Choose a player with whom you have a trade agreement. That player must give you half of the Trade Goods in his Trade Goods area (round up). Trade Specific
active trade agreements.

Rule by Terror If you have a War Sun or 2 Dreadnoughts present, then your opponent must either immediately retreat (if able) or immediately take 2 casualties. Combat Specific Immediately before a Space Battle in which you are participating.

5 Sabotage Play this card to cancel the effect of any Action Card just played, then discard both cards. This card cannot cancel the effects of another Sabotage card. Specific Specific Immediately after another player plays an Action Card.

5 Sabotage Play this card to cancel the effect of any Action Card just played, then discard both cards. This card cannot cancel the effects of another Sabotage card. Specific Specific Immediately after another player plays an Action Card.

5 Sabotage Play this card to cancel the effect of any Action Card just played, then discard both cards. This card cannot cancel the effects of another Sabotage card. Specific Specific Immediately after another player plays an Action Card.

5 Sabotage Play this card to cancel the effect of any Action Card just played, then discard both cards. This card cannot cancel the effects of another Sabotage card. Specific Specific Immediately after another player plays an Action Card.

5 Sabotage Play this card to cancel the effect of any Action Card just played, then discard both cards. This card cannot cancel the effects of another Sabotage card. Specific Specific Immediately after another player plays an Action Card.

Scientist Assassination Choose a player. That player cannot acquire or purchase Technology this turn. Strategy Strategy

Secret Industrial Agent Destroy any one Space dock that is not in a Home System. Action Action

Immediately after your opponent has rolled all combat dice and before
Shields Holding Cancel up to two hits during one round of a Space Battle in which you participate. Combat Specific
you have removed casualties.

4 Signal Jamming Choose a non-Home system. Take a Command Counter from any other player's reinforcements and place it on the chosen system. Strategy Strategy

4 Signal Jamming Choose a non-Home system. Take a Command Counter from any other player's reinforcements and place it on the chosen system. Strategy Strategy

4 Signal Jamming Choose a non-Home system. Take a Command Counter from any other player's reinforcements and place it on the chosen system. Strategy Strategy

4 Signal Jamming Choose a non-Home system. Take a Command Counter from any other player's reinforcements and place it on the chosen system. Strategy Strategy

Choose one of your fleets that is participating in a Space Battle. Place a Command Counter from your reinforcements in a friendly or empty unactivated
4 Skilled Retreat Combat Specific Before any round of a Space Battle.
system adjacent to that fleet. Move the chosen fleet into that system.

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Choose one of your fleets that is participating in a Space Battle. Place a Command Counter from your reinforcements in a friendly or empty unactivated
4 Skilled Retreat Combat Specific Before any round of a Space Battle.
system adjacent to that fleet. Move the chosen fleet into that system.

Choose one of your fleets that is participating in a Space Battle. Place a Command Counter from your reinforcements in a friendly or empty unactivated
4 Skilled Retreat Combat Specific Before any round of a Space Battle.
system adjacent to that fleet. Move the chosen fleet into that system.

Choose one of your fleets that is participating in a Space Battle. Place a Command Counter from your reinforcements in a friendly or empty unactivated
4 Skilled Retreat Combat Specific Before any round of a Space Battle.
system adjacent to that fleet. Move the chosen fleet into that system.

Spacedock Accident Choose a Space Dock in a non-Home system. The owner of the Space Dock may not build units at the chosen Space Dock this round. Action Action

Choose a planet in a system containing one of your War Suns. Destroy all Ground Forces, PDS units, and Space Docks on that planet, then place a Immediately before the Planetary Landing segment of the tactical action
Star of Death Combat Specific
radiation Domain Counter on the planet. The planet immediately reverts to neutral status. sequence.

Stellar Criminals Choose an opponent. That opponent must choose and exhaust half of his unexhausted planets (round down). Action Action

Strategic Play only if you have a War Sun in a system containing one or more planets controlled by an opponent. Exhaust those planets. Then roll a die. On a result
Action Action
Bombardment of 1-5, discard this card as normal. On a result of 6+, return this card to your hand.
During the Strategy Phase after all players have chosen their Strategy
Strategic Flexibility Play this card to return the Strategy Card you have chosen and replace it with one of the remaining Strategy Cards. Strategy Specific Cards, but before Bonus Counters have been places on the unchosen
Strategy Cards.
You do not have to pay Command Counters from your Strategy Allocation area in order to execute the secondary ability of Strategy Cards for the remainder
2 Strategic Planning Strategy Strategy
of the game round.

You do not have to pay Command Counters from your Strategy Allocation area in order to execute the secondary ability of Strategy Cards for the remainder
2 Strategic Planning Strategy Strategy
of the game round.

During the Strategy Phase, before the first player chooses a Strategy
Strategic Shift Choose one Strategy Card. No player may choose that Strategy Card this round. Strategy Specific
Card.

Successful Spy Take two random Action Cards from one opponent. Action Action

Surprise Assault Immediately after (optionally) moving ships into the system, you may build at your blockaded Space Dock(s). A Space Battle is then initiated. Action Specific After activating a system containing one of your blockaded Space Docks.

Synchronicity Search the Action Card deck, choose one Action Card, and put it into your hand. Then shuffle the deck. Strategy Strategy

Choose one of your ships and target one opposing ship. Roll 1 die. If the roll is equal to or greater than your ship's combat value, the target ship is
2 Target Their Flagship Combat Specific Immediately before a Space Battle in which you are participating.
immediately hit (and does not receive return fire). Your ship does not roll during the first round of combat.

Choose one of your ships and target one opposing ship. Roll 1 die. If the roll is equal to or greater than your ship's combat value, the target ship is
2 Target Their Flagship Combat Specific Immediately before a Space Battle in which you are participating.
immediately hit (and does not receive return fire). Your ship does not roll during the first round of combat.

Play only if you chose the Technology Strategy this round. After executing the primary ability of the Technology Strategy, you may spend one Command
Immediately after executing the primary ability of the Technology
Tech Bubble Counter from your Strategy Allocation to also execute the secondary ability this round. You must pay the normal cost for the Technology you purchase using Tech Specific
Strategy.
this card.

Players may not play any Action Cards until the Status Phase (except the Sabotage Action Card). Any player may discard 3 Action Cards from his hand at During the Strategy Phase, before any players have chosen their
Temporary Stability Strategy Specific
any time to cancel this card. Strategy Cards.

Immediately after the text of a Political Card has been read and before
Thugs Choose a player. That player may not participate in the vote on a Political Card for the remainder of this round. Political Specific
the first vote is cast.

Touch of Genius Spend three influence to duplicate the effects of any other Action Card in the discard pile. Specific Specific At the time specified by the card being duplicated.

Trade Stop Break all trade agreements in play, including your own. Strategy Strategy

Choose a planet you control. You may move up to three Ground Forces from the chosen planet to another planet you control. A route that does not contain
Transport Action Action
enemy ships must exist between these two planets.

Unexpected Action Remove one of your Command Counters from the board and place it with your reinforcements. Action Action

Uprising Choose one non-Home System. Exhaust each planet in that system, if able. Action Action

Play only if you control Mecatol Rex. Place this card on the Mecatol Rex system. While this card is in play, you gain votes equal to twice the influence value
Usurper Strategy Strategy
of Mecatol Rex (instead of its normal influence value) even if it is exhausted. Discard this card from play if you lose control of Mecatol Rex.

After a Political Card is read and before any player has voted on its
Veto Discard the current agenda. The active player must draw another Political Card. Political Specific
resolution.

Voluntary Annexation Choose any neutral planet in a system adjacent to a system containing a planet you control. Place three free Ground Forces there. You now control this planet. Action Action

Choose one system. Your Fleet Supply limit in that system is increased by two for the rest of this game round. At the end of the Status Phase, you must
War Footing Action Action
remove any ships that exceed your normal Fleet Supply limit.

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PC

Political Card When Elect For Against

Each player may immediately, in the order of play, execute the secondary ability of his
No player may execute the secondary ability of any Strategy Card for the
Aggressive Strategy Once own Strategy Card, without spending a Command Counter from his Strategy
remainder of this round.
Allocation area.

Roll a die. On a result of 1-5, all units and ships in the Mecatol Rex system are
destroyed, and every fleet and planetary unit in systems adjacent to the Mecatol
Ancient Artifact Once system immediately sustain three combat rolls (hit on rolls of 5 or higher). On a result Discard this card.
of 6-10, all players immediately gain two Technology advancements of their choice
(prerequisites still apply).

Each player must destroy all but two of his dreadnoughts and all but four of his
Arms Reduction Once Players must exhaust their planets that provide a red technology credit.
cruisers (all other ship types are unaffected).

When a player chooses a Strategy Card during the Strategy Phase, he must give the Each player must immediately pass his current Strategy Card to the player
Checks and Balances Law
chosen card to another player (who does not currently have a Strategy Card). on his left.

When players receive Trade Goods from the Trade Strategy card, all Trade Goods
Class Struggle Law are added together and distributed evenly to every player that would receive at least Each player immediately loses 2 Trade Goods.
1. Any that cannot be evenly distributed are lost.

If a player has a fleet in a system that contains a wormhole, that player


Closing the Wormholes Law Fleets may no longer move through wormholes.
must discard one non-Fighter ship in that fleet.

Code of Honor Law Fleets may not withdraw or retreat from Space Battles. Discard this card.

The player with the most victory points (choose randomly if there is a tie) must
choose one of his planets outside his Home System and destroy all Ground Force
Colonial Redistribution Once units on that planet, if any. The player must then choose a player with the fewest Discard this card.
victory points. The chosen player may immediately place three free Ground Force
units on that planet and take control of it.

All players must immediately exhaust one planet of their choice for every
Before executing a planetary landing on a neutral planet, players must spend
Colonization Licensing Law three planets they control outside their Home Systems (round down), if
resources at least equal to the resource value of the planet.
able.

All Ground Forces on this planet are destroyed, but the planet's controller receives
Compensated Disarmament Once Planet
one Trade Good for each such unit destroyed and retains control of the planet.

Each player that voted against this law must immediately choose one of
Conventions of War Law Dreadnoughts and War Suns may not bombard planets that contain Space Docks. his Space Docks outside his Home System, if able, and place it in his
reinforcements.

During each Status Phase, all Action Cards are drawn and placed face up on the
Core Stability Law table. The player with the highest unexhausted influence may choose his Action No Action Cards are drawn this round.
Cards first, followed by the player with the second-most unexhausted influence, etc.

Each player must discard one Trade Good from his Trade Goods area for each planet
Cost Overruns Once Discard this card.
he controls, if able.

Give this card to the elected player. The elected player may discard this card
Council Elder Law Player immediately after an “Elect” agenda is drawn. Only the elected player's votes are
counted in resolving the agenda.

The elected player must discard two Command counters from his Strategy Allocation
Council's Censure Law Player
area in order to choose the Imperial Strategy during the Strategy Phase.

Give this card to the elected player. He immediately receives 1 victory point. A player
Crown of Emphidia Law Player that wins an Invasion Combat against this player immediately claims this card and
receives 1 victory point. If a player ever loses this card, he loses 1 victory point.

Crown of Thainos Law Player The elected player's Ground Force units now receive +1 on their combat rolls.

Immediately place 1 Space Mine (not belonging to any player) in the Mecatol Rex Each player may place 1 Space Mine (under his control) in his Home
Defend the Jewel
System. System.

Elect two planets controlled by two different players. Destroy all Ground Forces and
Two
Dispute Resolution Once PDS on both planets. The elected planets revert to neutral status. Neither Mecatol
Planets
Rex nor planets inside a player's Home System may be elected.

No player may have more Trade Goods than the total number of planets he or she Each player without any Trade Goods immediately receives 3 Trade
Diversified Income Law
controls. Goods.

The elected player receives one Trade Good from the Trade Goods area of each
Economic Revitalization Once Player
opponent, if able.

The elected player immediately gains 1 victory point. If he ever loses this card, he
Emperor Law Player
loses 1 victory point.

If a player wins a Space Battle against this player, the attacker gains 2 Trade Goods,
Enemy of the Throne Player
1 Command Counter, and 1 Action Card. This card is then discarded.

Fighter Tax Law Fighter units now cost 1 resource each. Each player must destroy 3 of his Fighters.

Each player receives one Command Counter from his reinforcements and
Fleet Regulations Law No player may have more than five Command Counters in his Fleet Supply area.
must place it in his Fleet Supply area.

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PC

Players may never have more than 2 of a single ship type in a single system For each system a player has with more than 2 ships of the same type,
Fleet Restrictions Law
(including Fighters). the owner must pay 1 Trade Good or destroy all excess ships.

The elected player may not acquire any new technologies the next time the
Forbidden Research Law Player
Technology Strategy card is activated. Then discard this law.

Place control markers of the elected players on this law. The elected players cannot
Forced Economic Two
Law have trade agreements with each other while this law is in play. If they have a trade
Independence Players
agreement already, it is immediately broken.

Each time a player receives Trade Goods from his active trade agreements, he All players must discard two Trade Goods from their Trade Goods areas,
Free Trade Law
receives one additional Trade Good. if able.

From now on, any player that fulfills his Secret Objective receives 1 additional victory Each player that has already fulfilled his Secret Objective immediately
Glory of the Empire Law
point. receives 1 victory point.

The player who controls Mecatol Rex may immediately choose and discard one The player who controls Mecatol Rex may add two free Ground Forces to
Holder of Mecatol Rex Once
current law. Mecatol Rex.

This planet may not produce any units for the rest of the game. (No planet in a Home
Holy Planet of Ixth Law Planet
System may be elected.)

The player controlling Hope's End may immediately place 1 Ground Force and 2
Hope's End Training Ground All Shock Troops in play are replaced with Ground Forces.
Shock Troops there.

Humane Labor Law The production limit of all Space Docks is lowered to 2. No Space Docks may produce units for the remainder of this round.

When executing the secondary ability of the Logistics Strategy, players may now
Imperial Academy Law Discard this card.
purchase a Command Counter by spending two influence (instead of three).

The player (or players) with the most planets outside his Home System must discard
Imperial Containment Once one Command Counter from his Command Pool for each Command Counter he Discard this card.
places during a Tactical Action for the remainder of this round.

Imperial Mandate Once Each player receives two victory points. Each player loses one victory point.

Imperial Peace Law Players may not invade Mecatol Rex. Mecatol Rex is the only planet that players may invade this round.

Each player that has already completed the elected Public Objective immediately
Public
Incentive Program Law receives 1 victory point. Players that fulfill the elected Public Objective in the future
Objctv
receive one more victory point that stated on the elected Public Objective.

Each wormhole system that contains ships immediately gives its controller 3 Trade Each Trade Contract's value is reduced to 1 for the remainder of this
Intergalactic Commerce
Goods. game round.

Players may pay 3 resources to immediately receive 1 Destroyer and 1 Dreadnought.


The cost of all (non-Fighter) ships is increased by 1 resource until the end
Interstellar Arms Dealer These ships must immediately be placed in any system containing a friendly Space
of the round.
Dock.

No Special Systems (red-bordered) may be entered for the remainder of


Investigate Spatial Anomalies Law Ion Storms and Nebulas no longer have an affect on ship movement.
this round.

Players can produce units at only one of their Space Docks for the
Labor Force Politics Law The influence and resource values of all planets are reversed.
remainder of this round.

All players must immediately discard down to three Action Cards. Whenever a player
Limits to Individual Power Law All players must discard one random Action Card, if able.
draws a new Action Cad, he must immediately discard down to three.

Divide the total votes for this agenda by 5. Each player may place that number of
Mass Mobilization Once No player may purchase Ground Forces for the remainder of this round.
Ground Force units on planets he controls.

Give this card to the elected player. During each Status Phase, the elected player
Minister of Commerce Law Player receives one Trade Good from each player that has at least one active trade
agreement.

Give this card to the elected player. The elected player receives one Trade Good
Minister of Exploration Law Player each time another player successfully executes a planetary landing on a neutral
planet.

Give this card to the elected player. The elected player may discard this card at any
Minister of Internal Security Law Player
time to immediately destroy up to four Ground Forces on Mecatol Rex.

Give this card to the elected player. He may discard this card at any time to cancel a
Minister of Peace Law Player fleet's movement into a system containing an enemy fleet, as long as the elected
player controls neither fleet. the target system is still activated by the attacker.

Give this card to the elected player. During the Status Phase, the elected player
Minister of Policy Law Player
receives one additional Action Card.

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PC

The elected player may spend a Command Counter from his Strategy Allocation area
to gain one automatic hit before the first round of any Space Battle in which he
Minister of War Law Player
participates. The casualty from this hit is applied immediately and no return fire is
allowed.

Mutiny Each player that voted for this agenda gains 1 victory point. Each player that voted for this agenda loses 1 victory point.

No player may activate a planetless system that contains enemy units unless he Each player must place a Command Counter from his reinforcements
Neutrality Pact Law
spends 3 influence. onto one of his unactivated systems containing a Space Dock.

All current laws are discarded. Each player must choose and exhaust two of his The player with the highest unexhausted influence may discard a current
New Constitution Once
planets, if able. law of his choice.

The first player to activate a system containing an enemy ship loses 1 victory point. Draw the top card of the Objective deck and place it faceup in the
Non-Aggression Pact Law
Then discard this law. common play area.

The elected player may not invade a neutral planet or a planet controlled by an
Official Sanction Once Player
opponent for the remainder of this round.

This game round, each player must give all of the Trade Goods he
Open the Trade Routes Once Each player receives 2 Trade Goods.
receives to the player on his left.

Each time a player takes control of a neutral planet, he may take a Ground Force unit No player may execute a planetary landing on a neutral planet for the
Planetary Conscription Law
from his reinforcements and place it on the planet. remainder of this round.

Non-Home System planets that are not garrisoned with at least one Ground Force
Planetary Security Law Discard this card.
immediately revert to neutral status.

When a player chooses the Political Strategy Card, he immediately gains 1 Command
Political Focus Law Draw the top card of the Political deck and immediately resolve its agenda.
Counter or 2 Trade Goods.

The elected player's Fighters receive +1 to all combat rolls for the duration of the
Prophecy of Ixth Once Player game. The elected player loses this ability if he does not purchase at least two new
Fighters during each game round.

The elected player loses all Action Cards, his planets are exhausted, and his units
Public Execution Once Player
receive -1 on all combat rolls for the remainder of this round.

Remove all Control Markers from the elected Objective. Players who have already
Public
Recognize Accomplishments fulfilled the elected Objective may fulfill it again. Those players do not lose any points,
Objctv
and must follow normal rules when fulfilling the Objective again.

When a player fires a PDS at an opposing fleet, he must terminate any trade Players may not use their PDS units this turn, except to defend during
Redefining War Crimes Law
agreements with his target. planetary invasions.

The cost of all Technologies increases by two. Players who do not execute the
Regressive Rhetoric Law All players must immediately discard one Action Card, if able.
secondary ability of the Technology Strategy may instead draw a free Action Card.

Ground Force units now cost 1 resource each. The Sol player may place only one
Regulated Conscription Law Ground Force unit for each Command Counter he spends using his racial special Discard this card.
ability.

Current
Repeal Once Discard the elected law.
Law

All planets that provide a technology credit now provide that credit to all technology No general (yellow) Technologies may be acquired or purchased for the
Research Grant Law
colors. remainder of this round.

Players may not redistribute Command counters on their Race Sheets during the
Resource Management Law All players with three or more Action cards must immediately discard two.
Status Phase.

Current
Revote Once After a law has been elected, revote on its agenda.
Law

The elected player may execute the secondary ability of the Technology Strategy
Science Community Speaker Law Player without spending a Command Counter from his Strategy Allocation area. In addition,
his cost to purchase Technologies is reduced by 1.

Seed of an Empire The player or players with the most victory points gain 1 victory point. The player or players with the fewest victory points gain 1 victory point.

Each player that has at least one trade agreement may immediately acquire one
Sharing of Technology Law Technology advance that one of his trade partners has acquired (ignore All trade agreements are immediately broken.
prerequisites).

No player may activate any system that contains enemy ships or invade any planet
Each player who voted against this agenda must exhaust one planet. The
Short Term Truce Law controlled by another player next round. Any player may spend 10 influence at any
planet is chosen by the opponent to that player's left.
time to discard this law.

The elected player may immediately place a free Space Dock on any planet he
Subsidized Industry Once Player
controls.

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PC

Tech The cost for all Technologies of the elected color decreases by three. The cost of all
Subsidized Studies Law
Color other Technologies increases by two.

All players discard one Action Card at random. Then immediately draw
Tech Investigation Committee Once No Technologies may be purchased this round. two new Political Cards and resolve them in the order in which they are
drawn.

Each time a player receives a Technology advance, he must roll a die. On a 9 or 10, Each player must exhaust 1 planet for each non-starting Technology
Technological Jihad Law
he must destroy one of his Destroyers or Cruisers. advance he has.

Players may, during the Status Phase, discard one of their Technology
Players may not acquire or purchase Technology advancements this
Technology Buy-back Law advancements in exchange for six Trade Goods. They may not discard a Technology
round.
that is required for another Technology they already have.

Green technology cannot be acquired or purchased for the remainder of


Technology Tariffs Law All red technology costs +4 resources to purchase.
this round.

All trade agreements with this player are broken and no new trade agreements may
Trade Embargo Once Player
be formed with this player this or the following round.

Each time a player executes the secondary ability of the Trade Strategy, he may also
Trade War Law Immediately discard one Trade Good from all players' Trade Goods areas.
discard one Trade Good from one opponent's Trade Goods area.

In order to activate a system containing a planet controlled by another player, a player Each player must immediately discard one Command Counter from his
Traffic Tariffs Law
must spend one Trade Good or choose and exhaust one planet. Command Pool or Strategy Allocation, if able.

Unconventional Measures Each player may draw one Action Card. Each player must immediately discard their hand of Action Cards.

All players must choose and exhaust one of their planets for each
Unconventional Weapons Law All Dreadnoughts and War Suns receive -2 on all combat rolls.
Dreadnought and War Sun they have in play, if able.

Give this card to the elected player. He may discard this card at any time to discard
Veto Power Law Player
any one law immediately after it is voted on. The law is discarded without effect.

The player or players with the lowest Fleet Supply gain 1 additional Command The player or players with the lowest Fleet Supply immediately gain 3
Vorhal Peace Prize Law
Counter during each Status Phase. Trade Goods.

Players do not have to adhere to Fleet Supply limits during the Action Phase. At the
Each player must immediately discard 1 Command Counter from his Fleet
War Funding Law start of the Status Phase, players must remove any ships in excess of each system's
Supply area and place it back into his reinforcements.
capacity.

Each player may immediately build one Dreadnought unit (for free) at one of his The cost of each Cruiser, Dreadnought, and War Sun is increased by 2
Warship Commission
Space Docks. resources for the remainder of this round.

All systems containing wormholes are considered adjacent to all other systems
Wormhole Construction Law Discard this card.
containing wormholes.

Roll a die. On a result of 1-3, every ship in a wormhole system is destroyed. On a 4-7,
each player controlling at least one wormhole gains 2 Trade Goods. On an 8-10, each
Wormhole Research Wormholes may not be used for the remainder of this game round.
player that voted for this agenda gains one blue Technology advance (must have the
prerequisites).

Page 28

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