Professional Documents
Culture Documents
Reference Cards v2
Reference Cards v2
House Ability: Gain 2 Fleet Power House Ability: Gain 2 Fleet Power
at the end of each cycle. Upkeep 2 at the end of each cycle. Upkeep 2
higher (gain 1 Materials higher (gain 1 Food Production.
Production). Technology: Sentries
Technology: Deep Space Missiles
SUGGESTED STRATEGY
SUGGESTED STRATEGY Military Approach:
Military Approach: • Support your Sentries with
• Expand and defend your Sector Defences and other fleet
sectors with Deep Space types to create impenetrable
Missiles defences
• Focus on Engineers’ Guilds and • Improve Sentries as soon as
Miners’ Guilds possible (first increasing your
• Get at least one Combat Statecraft track to unlock
Technology an Improved Technology)
A Playstyle: One of the four basic B Playstyle: One of the four basic
houses. Flexible, open to most houses. Flexible, open to most
specialisations. Prefers Credit- specialisations. Prefers Credit-
based strategies. Capable of rapid based strategies. Capable of rapid
technology acquisition. technology acquisition.
House Ability: None (but gain 1 House Ability: None (but gain 1
Energy Production) Food and 1 Credit Production)
Technology: Targeting Technology: Data Refinery
A Playstyle: One of the four basic B Playstyle: One of the four basic
houses. Flexible, open to most houses. Flexible, open to most
specialisations. Prefers to build specialisations. Prefers to build
Installations. Capable of rapid Installations. Capable of rapid
Technology acquisition. Technology acquisition.
House Ability: None (but gain 1 House Ability: None (but gain 1
Materials Production) Food Production)
Technology: Orbital Docks Technology: Energy Cells
House Ability: When you remove House Ability: When you remove
Corruption from an Agenda space Corruption from an Agenda space
or a Civilisation track marker gain or a Civilisation track marker gain
2 Energy. When you remove a 2 Energy. When you remove a
Corruption from a sector gain 2 Corruption from a sector gain 2
Science Science
Technology: Salvage Scanner Technology: Purifier
House Ability: You start with an House Ability: You start with an
extra A Agenda; this is a regular extra B Agenda; this is a regular
played agenda with none of the played agenda with none of the
four Agenda types (gain 1 four Agenda types (gain 1 Food
Materials Production) Production)
Technology: Autonomous Drones Technology: Trade Nexus
House Ability: You may discard House Ability: You may discard
Bounty tokens to gain 1 Science or Bounty tokens to gain 1 Science or
1 Credit, and discard Reclaim 1 Credit, and discard Reclaim
tokens to perform the third Action tokens to perform the third Action
of a Focus card of a Focus card
Technology: Hyperdrive Technology: Tactical Transports
House Ability: When you deploy House Ability: When you deploy
Fleet Power you may count your Fleet Power you may count your
Farmers’ Guilds as Shipyards Farmers’ Guilds as Shipyards (gain
Technology: Terraforming 1 Energy and 1 Materials
Production)
SUGGESTED STRATEGY Technology: Neural Matrix
Flexible Approach:
• Establish Farmers’ Guilds SUGGESTED STRATEGY
• Focus on increasing Population Economic Approach:
• Get at least one Combat • Establish Bankers’ Guilds
Technology • Establish Farmers’ Guilds to pay
your upkeep and support Fleet
deployment
• Concentrate on Statecraft
track for Fleet Power and
Agenda scoring
A Playstyle: One of the four basic B Playstyle: One of the four basic
houses. Flexible, open to most houses. Flexible, open to most
specialisations. Prefers large specialisations. Prefers large
Corvette Fleets with Corvette Corvette Fleets with Corvette
upgrade Technologies. The most upgrade Technologies. The most
militaristic of the 4 basic houses militaristic of the 4 basic houses
(Belitan, Cortozaar, Dunlork & (Belitan, Cortozaar, Dunlork &
Valnis). Valnis).
House Ability: None (but gain 1 House Ability: None (but gain 1
Energy Production) Food Production)
Technology: Shields Technology: Escape Pods