CC

Mine

SPECIAL SYSTEMS Nebula Ships cannot move through (but may move into) nebula. Any fleet defending in a nebula receives +1 to combat rolls. Any ship leaving a nebula always has its movement reduced to 1. Ships cannot move through an ion storm. PDS cannot fire into an ion storm. Fighters do not fight within an ion storm. Ships may not pass through or end movement in a supernova system. Ships may not pass through asteroids unless player has the Antimass Deflector technology. Ships may never end movement in system. A system with a wormhole is considered adjacent to the system with the other end for purposes of movement.

Emptiness

Nom Lead Pds
D

R I SD

T
GF/ST

Cr Dr W Ca Pds

Fi
GF/ST

Ion Storm

Ion Storm 1 Archon Ren 2 3 SD Archon Tau 1 1 Lisis Velnor 2 2 1 2 0 R 1 Abyz 2 Ashtroth Loki Abaddon 2 2 2 0 1 2 1 1 0 1 R 1 2 Primor 2 1
GF

Supernova

Supernova Nothing Moll Primus 4 1 g 1 Hope's End 3 0
ST

3

Asteroid Field Tar'mann 1 1 Wormhole

Ion Storm 2 Bereg Void Litra IV 3 1 R

3 2 1

0 0 B 1/2

d Fria M 1 2 3 G 1 Centauri 1:a 1 3 M Saudor d 2 2 § Thibah 1 1 § Qucen'n Mecatol Rex 1 1 Lazar 1 1 4 Sakulag 0 1 G M 2 1 Perimeter 2 2 Arturus d 1 1 § 2 1 0 6 3 Sumerian 2 2
TG

M 1 3 1 Gral 1 1 B 1

1 2 1 1 0 3 G

A
Mallice

Rarron

0 3

Vetful II

2 0

R 1

SD Rigel I Rigel II g Rigel III e 1 1:a

B E T A

1

Tsion Bellatrix

2 2 0 1

TG

1 2 SD 1 1 B SD 1

2 Tequ'ran 3 Torkan 0 3 B 2 0 R

Asteroid Field 1

Nebulae

A
Lodor 3 1 G Arc Prime 4 0 d SD Wren Terra 2 1 SD 3
HIGH ALERT

Arinam Meer

1 2 B 0 4

R Lisis II Ragh 1 2 0 1

4

Null

CC

Mine Asteroid Field 2 Asteroid Field 3 Coorneeq Resculon 1 2 2 0 1 1 R 1

1

4

Nom Lead Pds
D

R I SD

T
GF/ST

Cr Dr W Ca Pds

Fi
GF/ST

1 1 SD

5

SPEAKER

Round 3
Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 Turn 6 Turn 7 Turn 8

Xxcha 1. 3. A S S Leadership Assembly Voluntary Annexation Assembly Leadership 2. 6. S S T

Letnev Diplomacy Warfare Diplomacy Warfare Moll Primus 4. 5. S S T

Saar Production Trade Production Trade Primor 7. 8. S T

Mentak Technology Bureaucracy Technology Centauri

Current Round
Xxcha Mentak Letnev Saar

De x8

Cr x8 2

Dr x5 1

Ws x2

Ca x4 1

Fi

GF

ST x 12 2

Mine x 12

SD x3 1

PDS x6 1 0

Ref. x8

Col. x8


3


7 5

Total Value 24 8 24 47

Previous Round
Xxcha Mentak Letnev Saar

De x8

Cr x8 3

Dr x5 1

Ws x2

Ca x4 1

Fi

GF

ST x 12 2

Mine x 12

SD x3 1 1 2

PDS x6 1 1

Ref. x8

Col. x8


3


4 7

Total Value 25 18 34 42

1 3 4

1 0 4 0 2 3 4 9

1

0 2

2

3 1 1 4 4 4 4

9 6 3

9 8 2

3

4

4

2

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

PLANETS

Ctol Xxcha Unspent: 13 Archon Ren 2 Archon Tau 1 Hope's End 3 Saudor 2 Abyz 3 Fria 2 Primor 2 Lisis 2 Velnor 2 Mecatol Rex 1

9 3 1 0 2 0 0 1 2 0 6

Chovesh Mentak Unspent: 0 0 Litra IV Centauri Gral Sumerian Arturus 2 1 1 2 1 3 G x 3 x 1 B x 2 TG x 1 § x

ST

x x

§ B
GF

R x

Daniel78 Letnev Unspent: 4 6 Arc Prime 4 0 Wren Terra 2 1 Lodor 3 1 G Arinam 1 2 B Meer 0 4 Perimeter 2 2 Qucen'n 1 2 Rarron 0 3 G Bereg 3 1 R Coorneeq 1 2 R Resculon 2 0 Moll Primus 4 1

x x x x

x x x x x

Umpapa2 Saar Unspent: 2 2 Ragh 2 1 x Lisis II 1 0 Tequ'ran 2 0 R x Torkan 0 3 B x Tsion 2 2 TG x Bellatrix 0 1 R x Rigel I 0 1 G x Rigel II 1 2 Rigel III 1 1 B x Vetful II 2 0 R x Lazar 1 0 x Sakulag 2 1 x Ashtroth 2 0 x Loki 1 2 x Abaddon 1 0 R x Total: 18 14 13/15

BONUS 1. 2. 3. 4. 5. 6. 7. 8. PLANETS Leadership Diplomacy Assembly Production Trade Warfare Technology Bureaucracy

Total:

20 15

8/10

Total:

7 10

5/5

Total:

23 19 10/12

SA FS
CC 0 5

CP
4

SA FS CP
1 5 3

SA FS
1 4

CP
3

SA FS CP
CC 0 5 3

NOTES Rd 2 2 2 3 3 3 Who Letnev Xxcha Xxcha Letnev Xxcha Xxcha

Total CC /16 = Trade Agreements TRADE 1 1 Trade Goods 2

9

Total CC /16 = Trade Agreements 2 1 Trade Goods 1

9

Total CC /16 = Trade Agreements 1 0 Trade Goods 1

8

Total CC /16 = Trade Agreements 1 6 Trade Goods 2

8

ACTIVE LAWS MINISTRY OF POLICY Xxcha

DISCARDED CARDS Action Card Rd Who Moral Boost 1 Xxcha Armistice 1 Mentak Master of Fate 1 Saar Command Summit 1 Saar Voluntary Annexation 1 Letnev Target their Flagship 1 Letnev 1 Letnev 2 Mentak 2 Xxcha 2 Xxcha 2 Xxcha 2 Letnev 3 -

Political Card Minister of Policy Resource Management Arms Reduction Enemy of the Throne Colonial Redistribution Colonization Licensing Holder of Mecatol Rex Wormhole Research Planetary Security Neutrality Pact Checks and Balances Minister of Internal Security Imperial Peace

TOTAL TG /40 = 8

+1 Action Card at status phase

Antimass Deflectors Enviro Compensator Stasis Capsules XRD Transporters Neural Motivators TECHNOLOGIES

Hylar V Assault Laser Enviro Compensator Stasis Capsules Neural Motivators Deep Space Cannon

Hylar V Assault Laser Antimass Deflectors XRD Transporters L4 Disruptors

Antimass Deflectors XRD Transporters Hylar V Assault Laser Floating Factories TECHNOLOGIES

Mecatol Rex can't be invaded

IMPERIAL PEACE

Total Tech. = AC 5 3 AC /Status PC 1

5

Total Tech. = AC 2 2 AC /Status PC 0

5

Total Tech. = AC 3 1 AC /Status PC 0

4

Total Tech. = AC 2 1 AC /Status PC 0

4 (7 AC max)

ACTION

CARDS

AC

(5 PC max)

POLITIC.

CARDS

PC

Ctol Xxcha VP

Chovesh Mentak

Daniel78 Letnev

Umpapa2 Saar

1

2

3

1

OBJECTIVES Blue Artifact § on ???? (1 VP)

ARTIFACTS

1

Green Artifact § on Arcturus (1 VP) Yellow Artifact § on ???? (1 VP)

1 1 1
STAGE 1

Red Artifact § on Saudor (1 VP)

1

I control the planets needed to have at least one of each of the 3 technology specialities [1 VP] I succesfully invaded one planet containing at least 1 opposing GF this turn [1 VP] I have more than one tech in 3 different colors [1 VP]

STAGE 2

2
SO

Secret Objective 1 (2 VP) Secret Objective 2 (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 Carrier Fighter Destroyer Cruiser Dreadnought War Sun Ground Force Shock Troop Space Mine PDS Space Dock Refinery Colony

Cost 3 ½ 1 2 5 12 ½ 2 2 4 1 1

Mov 1 2 2 1 2 -

Hit 9+ 9+ 9+ 7+ 5+ 3+ (x3) 8+ 5+ 9+ 6+ -

Max x4

Special Carry up to 6 units (Fighters, GF or PDS)


x8 x8 x5 x2 Anti-fighter beam (2D10) Lay mines Sustain damage / Bombardment if invasion and no PDS Sustain damage / Bombardment (3D10) / Carry up to 6 units


x 12 x 12 x6 x3 x8 x8 Capture Facility, SD & PDS / Die first during invasion / Should be with at least 1 GF Can damage each non-fighter ship ending their move in the space mine system Planetary shield / Space Cannon Production (Resource + 2) / 3 Fighters capacity Production +1 / Planet is exhausted when refinery is built / Not considered as an unit Influence +1 / Planet is exhausted when colony is built / Not considered as an unit

Xxcha

Mentak

Letnev

Saar
- Technology discount of 2 credits rather than 1 on technological planets - Cost of SD = 2 resources - PDS +1 on any rolls - Planets with PDS and Scientist can't be bombarded by WS - Delay invasion for 1 round - Can move through opponent's fleet (with opponent's permission)

SCIENTIST (S)

DIPLOMAT (D)

2

1

1

GENERAL (G)

1

1

- Reroll up to 2D10 per round (invasion) - Bombardement -4 for Dreadnaught and WS (defense) - GF +1 combat (defense) - Combat +1 additional D10 - Movement Dreadnaught +1 - Opponent can't retreat (except if an another Admiral is present)

ADMIRAL (A)

1

0

0

1

AGENT (E)

0

1

- No ennemy PDS fire during invasion - If invasion is succesful, ennemy Facility, PDS and SD can be captured - Sacrifice to Sabotage an Action Card

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 The Emirates of Hacan do not need to spend a Command Counter to execute the secondary action of the 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

The Naalu Collective

Special Abilities : - 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 Special Abilities : The Federation of Sol - 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 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 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 : - 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 L1Z1X Mindnet Special Abilities :

The Sardakk N’orr

The Yssaril Tribes

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 reroll 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

The Clan of Saar

Special Abilities : - 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

The Winnu

Special Abilities : - You may always add Influence value of your Home System planet to your votes, even if is 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. LEADERSHIP - You may execute immediately this card's secondary ability.

- Receive 1 CC for every 2 influences spent (up to 3 CC maximum). 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. Cost = 1 CC & 3 influences. DIPLOMACY II B) Execute this card's secondary ability without paying a CC or any influence. - Draw 1 political card and 2 action cards. A) If you are not the Speaker, claim the Speaker token. Choose one other player to play a political card and resolve its agenda. B) Choose one other player to claim the Speaker token. Play a political card from your hand and resolve its agenda.

3. ASSEMBLY

- Refresh any number of your planet cards with total combined resource and influence of 6 or less. Cost = 1 CC.

- Build in one of your system (even activated) containing a SD with a bonus of 2 4. resources. PRODUCTION - Building doesn't activate the system.

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

5. TRADE II

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

6. WARFARE II

- 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 movement and +1 on space combat rolls. control. - 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. TECHNO II

- Receive 1 technology advance. - You may buy a second technology advance at the cost of 8 resources.

- Receive 1 Technology advance. 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. Cost = 1 CC. BUREAUCRACY - Draw the top 2 cards from the objective deck. Reveal one and place the other on 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 : NO - 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 (+ Original PO) - Variant Race-Specific Technologies : YES - Variant Artifacts : YES - Variant Shock Troops : YES - Variant Space Mines : YES - Variant Wormhole Nexus : YES - Variant Facilities : NO - Variant Tactical Retreats : YES - Variant New Distant Suns Domain Counters : NO - Variant Territorial Distant Suns : NO - 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.

HOUSE RULES AND RULES CLARIFICATIONS

- 10's always hit in combat. 1's always miss in combat. - Emergency Repairs takes precedence over Direct Hit! If both are played at effectively the same time, then Emergency Repair Direct Hit! re-damages it, but does not kill it. - When purchasing a Technology Advance, you can apply the Technology Specialty discount from a planet even if that planet i Technology Advance purchase. - The special re-roll ability of Universities of Jol-Nar and The Recheck Action Card can be played on any die roll after all rolls ha or defender) during a single round of combat, or on pre-combat rolls. - The Diplomatic Immunity Action Card should read "round" instead of "turn".

RULES TO SAVE TIME

- During voting, if it is apparent to the GM that the outcome is certain, minority voters may be marginalized (forced to abstain) to - Any action card that could normally be played as a response to a previous action card, can be played after the previous action following: * No more than 24 hours have passed since the previously played action card ; * The player playing the delayed response action card has not yet posted in the message board for any reason. If the GM does not feel the player is abusing this rule, the GM will rewind the game to the previously played action card and the resolved and play will continue again from that point. - After any action card causing major changes, the GM may "pause" the game for responses to the action card played from all action cards are allowed against the action card after all players have passed or played responses. - For quick resolution, secondary activations should be PM'd to the GM. If you wish to decide whether to participate or what to d secondary activation is, this is still possible. If you are after that player in the turn order, submit your conditional activation in the order. After resolving them, the GM will post secondary activation results to all players. Note that this does not apply to the sec will be resolved in the normal manner. -Players have 24 hours to submit secondary strategy card plays. Players may always submit "Pre-Orders" for secondary plays conditional clauses…

RULES CLARIFICATIONS

- The Hacan player can make trade agreements without the permission of the player activating Trade A, but must still have the he wants to make a trade agreement. - If a player plays the Strategic Shift action card, no one can later take the excluded strategy card using the Strategic Flexibity a - Q: Can the extra resource from multiple spacedocks with Sarween Tools be combined to purchase one unit (eg two spacedoc - Q: Are fighters considered "ships" for the purposes of determining legal destination systems for In the Silence of Space? No - Q: For elect two planet cards, does each player elect two planets or does each player vote for one planet and the highest and Elect two planets, two highest voted planets are elected - Q: For elect two planet cards, is the voting conducted simultaneously for both or are there two 'rounds' of voting, with the resu before the votes for planet #2 are cast? 1 round of voting, elect two planets at once - Q: When does the effect of Skilled Retreat happen in relation to other pre-combat effects? Handled same as Naalu retreat ab before the next battle round. - Q: While moving carriers between the two systems with a Transfer Action, can fighters be temporarily without support? No - Q: If both sides have the same combat pre-fire (eg Assault Cannon) who takes casualties first? Simultaneous casualties - Q: Can Jol-Nar reroll Ancient Artifact if they activated Political? No - Q: Can Experimental Battlestation be played on another player's spacedock? No - Q: How long does the effect of Diplomatic Immunity last? Until the end of round - Q: In a fleet of carriers (or Warsuns or Cruiser/Dreadnaughts with Stasis Capsules) should each carrier's individual load be tra

GM will accept majority opinion of FFG TI3 main forum [4], if player wishes to post a rules question not specifically covered her In all other cases, GM will use TI3 Fan FAQ as basis for rulings not covered by standard rules and errata.

DEADLINES, PRE-CONDITIONAL MOVES, AUTO PASS.

Pre-Conditional Moves will be allowed and recommended, especially if you'll be away from the game for a time period. If a pl (to the GM), and is gone for more than 24 hours without any word, I'll institute an AUTO PASS order. WAYS TO AVOID THE DREADED AUTO PASS ORDER: -The best thing we have going for us, is that we're all very fast posters and these rules are going to be moot.

-Send in conditional moves to the GM, if you think there is a chance that you'll not be online 24 hours from your last post. Whe any previous conditional orders well be deleted outright. Posting an order ON the board prior the the GM's posting of a conditio any (and all conditional orders sent to the GM.) -Post a note ON the board, notifying the group that you need a 6 to 24 hour extension. Every player can request as many exte post such extension requests to the board. They CAN'T request multiple extensions at once. If the general consensus of the g rule, then continual extensions may be disallowed (after like 10 extension requests) Regarding AUTO PASS orders: -If a player HAD sent any conditional orders to the GM, he'll reveiw those first to see if he can figure out a potential move to sub -If the player hasn't played his strategy card, when the AUTO PASS would be instituted, an AUTO SC PLAY would be instituted instituted afterward as normal. If a player still hasn't shown themselves after an AUTO SC PLAY was instituted, an AUTO PAS

Regarding the SCs in specific when they are AUTO Played: Leadership: The primary would receive 3 CCs which would be placed +1/+1/+1, no additional CCs would be purchased with in Diplomacy II: The option A would be chosen and placed on their HS. Assembly: If they were the speaker, option B would be chosen this would be given to the players on their immediate right. Th would be voted on. If they weren't the speaker, they would choose still choose option B, like before. If they have more ACs tha the newest ACs they received. Production: the primary would be built at their HS, using ONLY the 2 free resources. (2 fighters and 2 GF, or 4 GF if the new f Trade II: the primary would receive 3 TGs, and automatically approve any new Trade Agreements, suggested by two players. Warfare II: The High Alert token would be placed on which ever system contained the most ships, in resource value. Technology II: The primary would be chosen, a random tech would be selected for which they had the prerequisites. Bureaucracy: The CC would be placed in their CP. The TOP PO would be selected, and turned face up. The Primary would they normally could. -If the AUTO PASS would occur in the Strategy Phase, they would automatically choose their strategy in this order: In reverse 6… -If the AUTO PASS would occur in the Status Phase: They wouldn't claim any Objectives. They wouldn't use any refresh abili like this: +1/0/+1, if they received 3, like this: +1/+1/+1. If they needed to discard ACs they would discard any new ACs they re

FORMAT

-For each future Turn, specify which turn you mean. (Examples: "Turn 3: play my strategy card…"; "Turn 4: activate System X, -For each conditional secondary play: use the "IF THEN" format. (Examples: " If Production is activated, then activate the sec activated, then pass on the secondary.", "If either Bureaucracy, Tech, or Warfare are activate, then pass on their secondaries -For truly conditional responses: use the "IF THEN" format. (Examples: " If Player1 attacks me at system X, then play my AC Z within range of my PDSs then do NOT fire at his units.") -When stating Build orders (in conditional orders, OR when posting them on the message board), please use this format: B GFs(1) [on planet X]. Exhaust Planet Y(2), Planet Z(1), 1 TG and Sarween(1). If you don't specify how you will pay for a build/ TGs, then start exhausting Planets from the Top of your list of Planets down the spreadsheet, until the full cost is paid, even if r

Number of Planets
Rd 0 Xxcha Mentak Letnev Saar 2 1 2 2 Rd 1 6 7 6 9 Rd 2 9 6 11 15 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10

Total Unit Strenght
Rd 0 Xxcha Mentak Letnev Saar 16 17 15 15

15 12.5 10 7.5 5 2.5 0 Colu Colu Colu Colu Colu Colu Colu Colu Colu Colu Colu mn mn mn mn mn mn mn mn I mn mn mn B C D E F G H J K L Victory Points
Rd 0 Xxcha Mentak Letnev Saar 0 0 0 0 Rd 1 1 2 0 1 Rd 2 1 2 3 1 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10

45 40 35 30 Xxcha Mentak Letnev Saar 25 20 15 10 5

0 Colu Colu Colu Colu Co mn mn mn mn m P Q R S T

3 3 2 2 1 0 0 Colu Colu Colu Colu Colu Colu Colu Colu Colu Colu Colu mn mn mn mn mn F mn mn mn I mn J mn mn L B C D E G H K Xxcha Mentak Letnev Saar

Unit Strenght
Rd 1 20 20 20 28 Rd 2 25 18 34 42 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10

Xxcha Mentak Letnev Saar

olu Colu Colu Colu Colu Colu Colu Colu Colu Colu Colu n mn mn mn mn mn mn mn mn mn mn Q R S T U V W X Y Z

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

Race Xxcha Mentak Letnev Saar

Username Ctol Chovesh Daniel78 Umpapa2

First Name Cédric Aaron Daniel Boguslaw

Username List: Umpapa2, Chovesh, ctol, daniel78 PBEMNexus List: bogusk@med.pam.szczecin.pl, abianco@borealis.com, cedrictollet@free.fr, dpham@informatica.co Email List: bogusk@med.pam.szczecin.pl; abianco@borealis.com; cedrictollet@free.fr; dpham@informatica.co

Email cedrictollet@free.fr abianco@borealis.com dpham@informatica.com bogusk@med.pam.szczecin.pl

Time Zone GMT +1 GMT -6 GMT +1 GMT +2

anco@borealis.com, cedrictollet@free.fr, dpham@informatica.com anco@borealis.com; cedrictollet@free.fr; dpham@informatica.com

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# 2 2

Title Advanced Reinforcements Advanced Reinforcements Alien Technology Armistice Bribery Chemical Warfare Civil Defense Command Summit Place 2 Ground Forces or 1 Shock Troop on any one planet you control. Place 2 Ground Forces or 1 Shock Troop on any one planet you control.

Description

Phase Action Action Action Action Political Combat Action Strategy Combat Combat Tech Political Combat Combat Strategy Political Action Combat Combat Combat Combat

Play Action Action Action Action

When Detail

You may immediately spend 4 resources to receive one Technology advance (for which you have the necessary prerequisites). This cost cannot be reduced. Choose an opponent and a planet you control. The chosen opponent cannot invade the chosen planet this round. You may add one additional vote to your total for each Trade Good you spend. 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 bypasses enemy PDS. Place two free PDS units on any planet you control that does not already have a PDS unit. Receive 2 CC. No players may play Action Cards until the end of the battle (except the Sabotage Action Card). No players may play Action Cards until the end of the battle (except the Sabotage Action Card).

Specific Immediately after all players have voted on an Agenda. Specific Immediately before an Invasion Combat. Action Strategy Specific Immediately before a Space Battle in which you are participating. Specific Immediately before a Space Battle in which you are participating. Specific Immediately before purchasing a new Technology. Specific Immediately after a player executes the primary ability of the Political Strategy card.

2 2

Communications Breakdown Communications Breakdown

Corporate Sponsorship You may purchase a Green Technology for 4 fewer resources. Council Dissolved The player who chose the Political Strategy does not draw a Political 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 if your ship should not receive return fire. 2 Courageous to the End Cultural Crisis Determine Policy Diplomatic Immunity 4 Direct Hit 4 Direct Hit 4 Direct Hit 4 Direct Hit Disclosure Discredit Dug In 2 Emergency Repairs 2 Emergency Repairs 2 Enhanced Armor 2 Enhanced Armor 2 Equipment Sabotage 2 Equipment Sabotage Experimental Battlestation 2 2 Experimental Weaponry Experimental Weaponry Fantastic Rhetoric 2 2 Faulty Targeting Systems Faulty Targeting Systems Fighter Prototype 2 First Strike 2 First Strike 4 Flank Speed 4 Flank Speed 4 Flank Speed 4 Flank Speed 2 Flanking Tactic 2 Flanking Tactic Flawless Strategy Focused Research 4 Friendly Fire 4 Friendly Fire 4 Friendly Fire 4 Friendly Fire Ghost Ship Good Year Grand Armada 3 In the Silence of Space 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 if your ship should not receive return fire. Choose a player (the chosen player may be yourself). That player loses all racial special abilities this round, both advantages and disadvantages. 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 rather than draw a new political card. Choose a system in which you have at least one spaceship. Only you may activate the chosen system this turn. Destroy an opponent's damaged ship. Destroy an opponent's damaged ship. Destroy an opponent's damaged ship. Destroy an opponent's damaged ship. Look at all of an opponent's Action Cards. Then choose and discard one of them. Change another player's vote to “abstain,” even if the Political Card is an “Elect” vote. Choose a planet. Your Ground Forces on that planet are immune to planetary bombardment this round. Choose a system. Immediately repair all of your Dreadnoughts and War Suns in the chosen system. Choose a system. Immediately repair all of your Dreadnoughts and War Suns in the chosen system. Until the end of the round, your Cruisers gain the “sustain damage” ability. Until the end of the round, your Cruisers gain the “sustain damage” ability. Destroy up to 2 PDS units on the planet of your choice. Destroy up to 2 PDS units on the planet of your choice. 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. 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). 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). You gain 10 additional influence for one vote. Cancel a Minelayers Action Card or discard 1 Space Mine in any system or force one opponent to reroll one of his PDS rolls. Cancel a Minelayers Action Card or discard 1 Space Mine in any system or force one opponent to reroll one of his PDS rolls. Choose a system. All of your fighters in that system receive a +2 on all combat rolls for one combat round. 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. 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. Choose a system you have just activated with a Command Counter. Increase the movement of all ships moving to that system by 1. Choose a system you have just activated with a Command Counter. Increase the movement of all ships moving to that system by 1. Choose a system you have just activated with a Command Counter. Increase the movement of all ships moving to that system by 1. Choose a system you have just activated with a Command Counter. Increase the movement of all ships moving to that system by 1. Your opponent may not retreat from the battle (regardless of Special Abilities or Action Cards that would allow a retreat). Your opponent may not retreat from the battle (regardless of Special Abilities or Action Cards that would allow a retreat). 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 ability as usual. Spend six resources to ignore one prerequisite Technology requirement in the tech tree. If your opponent has more Fighters than non-Fighter ships in this system, he must immediately lose half of his Fighters here (rounded down). If your opponent has more Fighters than non-Fighter ships in this system, he must immediately lose half of his Fighters here (rounded down). If your opponent has more Fighters than non-Fighter ships in this system, he must immediately lose half of his Fighters here (rounded down). If your opponent has more Fighters than non-Fighter ships in this system, he must immediately lose half of his Fighters here (rounded down). Place a free Destroyer in any wormhole space that contains no enemy ships. Receive one Trade Good for each planet you control outside your Home System. 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 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 this activation.

Specific Immediately after one of your ships is destroyed. Specific Immediately after one of your ships is destroyed. Strategy Specific Immediately before a Political Card is drawn. Action Specific Specific Specific Specific Immediately after the ship has been damaged in a Space Battle in which you are participating. Immediately after the ship has been damaged in a Space Battle in which you are participating. Immediately after the ship has been damaged in a Space Battle in which you are participating. Immediately after the ship has been damaged in a Space Battle in which you are participating.

Any time Any time Political Combat Action Action Action Action Action Action Combat Combat Combat Political Specific Immediately after another player casts a vote during the resolution of a Political Card.

Specific Immediately before bombardment. Any time Any time Action Action Action Action Specific After an opponent has activated a system and moved any ships into the system.

Specific Immediately before any round of combat. Specific Immediately before any round of combat. Specific Immediately before you vote on the resolution of a Political Card.

Any time Any time Any time Any time Combat Strategy Strategy Action Action Action Action Combat Combat Action Tech Combat Combat Combat Combat Action Action Strategy Action Specific Immediately before a Space Battle. Specific Immediately after the Strategy Phase. Specific Immediately after the Strategy Phase. Specific Immediately after activating a system with a Command Counter. Specific Immediately after activating a system with a Command Counter. Specific Immediately after activating a system with a Command Counter. Specific Immediately after activating a system with a Command Counter. Specific Immediately before a Space Battle in which you are participating. Specific Immediately before a Space Battle in which you are participating. Action Specific Immediately before purchasing a Technology that requires another single Technology that you do not possess.

Specific Immediately before a Space Battle in which you are participating. Specific Immediately before a Space Battle in which you are participating. Specific Immediately before a Space Battle in which you are participating. Specific Immediately before a Space Battle in which you are participating. Action Action Strategy Specific Immediately after activating a system with a Command Counter.

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3 In the Silence of Space 3 In the Silence of Space Influence in the Merchants' Guild Insubordination Into the Breach 4 Local Unrest 4 Local Unrest 4 Local Unrest 4 Local Unrest Lucky Shot Massive Transport Master of Fate Master of Trade 2 Military Foresight 2 Military Foresight Minelayers 5 Morale Boost 5 Morale Boost 5 Morale Boost 5 Morale Boost 5 Morale Boost Multiculturalism

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 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 this activation. Break one trade agreement in play. Remove one Command Counter from the Command Pool of one opponent. 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 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 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 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 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 reverts to neutral status. Destroy one enemy Dreadnought, Cruiser, or Destroyer currently in a system containing a planet under your control. 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 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 Action Card during this Status Phase. Play only if you have two trade agreements. Choose and refresh up to two of your exhausted planets.

Action Action Action Action Combat Action Action Action Action Action Action Status

Specific Immediately after activating a system with a Command Counter. Specific Immediately after activating a system with a Command Counter. Action Action Specific Immediately before any Space Battle begins. Action Action Action Action Action Action Specific During the Status Phase, immediately before any players have drawn Action Cards.

Any time Any time Specific After one of your ships is lost in a Space Battle. Specific After one of your ships is lost in a Space Battle. Specific Immediately after an enemy fleet enters the system. Specific Immediately before any Space Battle or Invasion Combat round. Specific Immediately before any Space Battle or Invasion Combat round. Specific Immediately before any Space Battle or Invasion Combat round. Specific Immediately before any Space Battle or Invasion Combat round. Specific Immediately before any Space Battle or Invasion Combat round. Strategy Specific Immediately before purchasing a Technology. Action Action Specific Immediately after the primary ability of a Strategy Card is resolved. Status Action Strategy Specific Immediately after a player has chosen a Strategy Card. Action Specific Immediately after successfully invading a neutral planet. Specific Immediately after successfully invading a neutral planet. Specific Immediately after successfully invading a neutral planet. Specific Specific Specific Specific Immediately after you or an opponent has rolled a die during a Space Battle or Invasion Combat in which you are participating. Immediately after you or an opponent has rolled a die during a Space Battle or Invasion Combat in which you are participating. Immediately after you or an opponent has rolled a die during a Space Battle or Invasion Combat in which you are participating. Immediately after you or an opponent has rolled a die during a Space Battle or Invasion Combat in which you are participating.

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 Combat 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 Combat you do not have any Space Docks on the board during the Status Phase, the ship is discarded. 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. For one combat round (not an entire battle), all of your units receive +1 on all combat rolls. For one combat round (not an entire battle), all of your units receive +1 on all combat rolls. For one combat round (not an entire battle), all of your units receive +1 on all combat rolls. For one combat round (not an entire battle), all of your units receive +1 on all combat rolls. For one combat round (not an entire battle), all of your units receive +1 on all combat rolls. Choose one racial special ability possessed by one of your opponents. You gain that special ability this round. Combat Combat Combat Combat Combat Combat Strategy Tech Action Action Action Status Action Strategy Strategy Action Combat Combat Combat Combat Combat Combat Combat Combat Action Trade Combat Specific Specific Specific Specific Specific Strategy Action Combat Strategy Strategy Strategy Strategy Combat

Opening the Black Box All your red planets grant a tech credit of 2 (rather than 1) when you purchase a red Technology. Patrol Plague Policy Paralysis Political Stability Privateers Productivity Spike Public Disgrace Rally of the People 3 Rare Mineral 3 Rare Mineral 3 Rare Mineral 4 Recheck 4 Recheck 4 Recheck 4 Recheck Reparations Rise of a Messiah Ruinous Tariffs Rule by Terror 5 Sabotage 5 Sabotage 5 Sabotage 5 Sabotage 5 Sabotage Move up to two Cruisers or Destroyers in an activated system to an empty adjacent system or systems. Then place Command Counters from your 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 opponent retains control of the planet even if all of his Ground Forces are destroyed. Choose an opponent. That opponent may not participate in the secondary ability of the currently active Strategy Card. 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 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 discard the rest. 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. 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. Receive one Dreadnought in your Home System. Receive three Trade Goods. Receive three Trade Goods. Receive three Trade Goods. Force any one combat die to be re-rolled. Force any one combat die to be re-rolled. Force any one combat die to be re-rolled. Force any one combat die to be re-rolled. 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 an equal or lesser resource value. Receive one Ground Force unit on each planet that you control. 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). If you have a War Sun or 2 Dreadnoughts present, then your opponent must either immediately retreat (if able) or immediately take 2 casualties. 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. 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. 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. 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. 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 Immediately after you lose control of a planet to an opponent. Action Specific Immediately after the chosen player receives Trade Goods from his active trade agreements.

Specific Immediately before a Space Battle in which you are participating. Specific Immediately after another player plays an Action Card. Specific Immediately after another player plays an Action Card. Specific Immediately after another player plays an Action Card. Specific Immediately after another player plays an Action Card. Specific Immediately after another player plays an Action Card. Strategy Action Specific Strategy Strategy Strategy Strategy Specific Before any round of a Space Battle. Immediately after your opponent has rolled all combat dice and before you have removed casualties.

Scientist Assassination Choose a player. That player cannot acquire or purchase Technology this turn. Secret Industrial Agent Destroy any one Space dock that is not in a Home System. Shields Holding 4 Signal Jamming 4 Signal Jamming 4 Signal Jamming 4 Signal Jamming 4 Skilled Retreat Cancel up to two hits during one round of a Space Battle in which you participate. Choose a non-Home system. Take a Command Counter from any other player's reinforcements and place it on the chosen system. Choose a non-Home system. Take a Command Counter from any other player's reinforcements and place it on the chosen system. Choose a non-Home system. Take a Command Counter from any other player's reinforcements and place it on the chosen system. Choose a non-Home system. Take a Command Counter from any other player's reinforcements and place it on the chosen 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 system adjacent to that fleet. Move the chosen fleet into that system.

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AC

4 Skilled Retreat 4 Skilled Retreat 4 Skilled Retreat Spacedock Accident Star of Death Stellar Criminals Strategic Bombardment Strategic Flexibility

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 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 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 system adjacent to that fleet. Move the chosen fleet into that system. 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. 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 radiation Domain Counter on the planet. The planet immediately reverts to neutral status. Choose an opponent. That opponent must choose and exhaust half of his unexhausted planets (round down). 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 of 1-5, discard this card as normal. On a result of 6+, return this card to your hand. Play this card to return the Strategy Card you have chosen and replace it with one of the remaining Strategy Cards.

Combat Combat Combat Action Combat Action Action

Specific Before any round of a Space Battle. Specific Before any round of a Space Battle. Specific Before any round of a Space Battle. Action Specific Action Action During the Strategy Phase after all players have chosen their Strategy Specific Cards, but before Bonus Counters have been places on the unchosen Strategy Cards. Strategy Strategy Specific Action Specific After activating a system containing one of your blockaded Space Docks. Strategy Specific Immediately before a Space Battle in which you are participating. Specific Immediately before a Space Battle in which you are participating. Immediately after executing the primary ability of the Technology Strategy. During the Strategy Phase, before any players have chosen their Strategy Cards. Immediately after the text of a Political Card has been read and before the first vote is cast. During the Strategy Phase, before the first player chooses a Strategy Card. Immediately before the Planetary Landing segment of the tactical action sequence.

Strategy

2 Strategic Planning 2 Strategic Planning Strategic Shift Successful Spy Surprise Assault Synchronicity 2 Target Their Flagship 2 Target Their Flagship

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 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 Strategy of the game round. Choose one Strategy Card. No player may choose that Strategy Card this round. Take two random Action Cards from one opponent. Immediately after (optionally) moving ships into the system, you may build at your blockaded Space Dock(s). A Space Battle is then initiated. Search the Action Card deck, choose one Action Card, and put it into your hand. Then shuffle the deck. 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 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 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 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 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 any time to cancel this card. Choose a player. That player may not participate in the vote on a Political Card for the remainder of this round. Spend three influence to duplicate the effects of any other Action Card in the discard pile. Break all trade agreements in play, including your own. 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 enemy ships must exist between these two planets. Remove one of your Command Counters from the board and place it with your reinforcements. Choose one non-Home System. Exhaust each planet in that system, if able. 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 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. Discard the current agenda. The active player must draw another Political Card. Strategy Action Action Strategy Combat Combat

Tech Bubble

Tech

Specific

Temporary Stability Thugs Touch of Genius Trade Stop Transport Unexpected Action Uprising Usurper Veto Voluntary Annexation War Footing

Strategy Political Specific Strategy Action Action Action Strategy Political

Specific Specific

Specific At the time specified by the card being duplicated. Strategy Action Action Action Strategy Specific Action Action After a Political Card is read and before any player has voted on its resolution.

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 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 remove any ships that exceed your normal Fleet Supply limit. Action

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