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Culture Documents
Adventure Cards are dual use, played either as a Card Type: 1 Skills: 6
Contract or a Complication.
Name: 2 Expense Value: 7
Cost: 3 Wound Capacity: 8
Ship Card 2 3 Traits: 4 Text Box: 9
4 1 Species: 5 Flavor Text: 10
Card Type: 1 Jump: 7
Name: 2 Attack Value: 8 5 6 2 4
7 Crew 3 1
Tonnage: 3 Defense Value: 9 9 attributes
Traits: 4 Card Slots Bar: 10 10 8 5
Species
Capabilities: 5 Text Box: 11 6
Initiative: 6 6
Wounds
2 3
Ship 6 1 are jettisoned
attributes when they have
7
Attack Value 1 6 taken a number of
8 4 5 Card Type: Complication Slots:
8
Defense Contract Name: 2 Abandonment Penalty: 7 equal to their 7
Value 9 wound capacity.
Contract Traits: 3 Victory Points: 8
Initiative Distance: 4 Subplot(s): 9 9
Jump
Requirements: 5 Flavor Text: 10
10
11
Captains may not
attach with a 10 1
12
higher tonnage
requirement than 11 13 14 Connection Card
the tonnage Card Type: 1 Subtype: 5
rating.
9 15
Name: 2 Expense Value: 6
Cost: 3 Text Box: 7
Capabilities
Traits: 4 Flavor Text: 8
Basic Advanced
2 4
Cargo Cargo/Passenger Connection 3 1
subtypes
Military Military/Passenger
Complication Name: 11 Abandonment Ally
5
Complication Traits: 12 Penalty Modifier 14 6
Passenger Military/Survey Flavor Text: 15 Locale
Requirements: 13
Survey Passenger/Survey Organization
Adventure attributes
Advanced capabilities may be spent in place of either of
Abandonment
their component capabilities. So, for instance, may
be used as either or . Distance 6