Faction Sheet + Objective Ref
Faction Sheet + Objective Ref
Commodities 4 Commodities 4
Promissary Note Military Support Promissary Note Political Favor
At the start of the Sol player's turn: After an agenda s revealed:
Remove 1 token from the Sol player's strategy pool, if able, and Remove 1 token from the Xxcha player's strategy pool and return it
return it to his reinforcements. Then you may place 2 infantry from to his reinforcements. Then, discard the revealed agenda and
your reinforcements on any planet you control. reveal 1 agenda from the top of the deck. Players vote on this
Then, return this card to the player. agenda instead.
Then, return this card to the Xxcha player.
Starting Fleet 1 Space dock, 2 Carrier, 1 Destroyer, 5 Infantry, 3 Fighter Starting Fleet 1 Space dock, 1 PDS, 1 Carrier, 2 Cruiser, 4 Infantry, 3 Fighter
Starting Technologies Neural Motivator (G), Antimass Deflector (B) Starting Technologies Graviton Laser System (Y)
Special Units Advanced Carrier I: Cost 3 - Combat 9 - Move 1 - Capacity 6 Special Units
Spec Ops Infantry I: Cost 1(2) - Combat 7
Faction Technologies Spec Ops II [GG] Sol Infantry - Cost 1(2) - Combat 6x1 Faction Technologies Instinct Training [G]
After this unit is destroyed, roll 1 die. If the result is 5 or greater, You may exhaust this card and spend 1 token from your strategy
place the unit on this card. At the start of your next turn, place each pool when another player plays an action card; cancel that action
unit that is on this card on a planet you control in your home card.
system.
Nullification Field [YY]
Advanced Carrier II [BB] - Cost 3 - Combat 9 - Move 2, Capacity 8 After another player activates a system that contains 1 or more of
- Sustain Damage your ships, you may exhaust this card and spend 1 token from your
strategy pool; immediately end that player's turn.
Secret Objectives (1VP) - Status Phase unless stated Secret Objectives (1VP) - Status Phase unless stated
Establish a Perimeter Form a spy network Establish a Perimeter Form a spy network
Have 4 PDS units on the game board Discard 5 action cards Have 4 PDS units on the game board Discard 5 action cards
Fuel the War Machine Gather a mighty fleet Fuel the War Machine Gather a mighty fleet
Have 3 space docks on the game board Have 5 dreadnaughts on the board. Have 3 space docks on the game board Have 5 dreadnaughts on the board.
Mine Rare Minerals Control the Region Mine Rare Minerals Control the Region
Control 4 hazardeous planets Have 1 or more ships in 6 systems. Control 4 hazardeous planets Have 1 or more ships in 6 systems.
Monopolize Production Forge an Alliance Monopolize Production Forge an Alliance
Control 4 industrial Planets Control 4 cultural Planets. Control 4 industrial Planets Control 4 cultural Planets.
Cut Supply Lines Threaten Enemies Cut Supply Lines Threaten Enemies
Have 1 or more ships in the same system as another Have 1 or more ships in a system that is adjacent to Have 1 or more ships in the same system as another Have 1 or more ships in a system that is adjacent to
player's space dock. another player's home system. player's space dock. another player's home system.
Occupy the Seat of the Empire Learn the Secrets of the Cosmos Occupy the Seat of the Empire Learn the Secrets of the Cosmos
Control Mecatol Rex and have 3 or more ships in its Have 1 or more ships in 3 systems that are each Control Mecatol Rex and have 3 or more ships in its Have 1 or more ships in 3 systems that are each
system. adjacent to an anomaly. system. adjacent to an anomaly.
Destroy their Greatest Ship (Action Phase) Spark A Rebellion (Action Phase) Destroy their Greatest Ship (Action Phase) Spark A Rebellion (Action Phase)
Destroy another player's War Sun or Flag Ship Win a combat against a player who has the most Destroy another player's War Sun or Flag Ship Win a combat against a player who has the most
victory points victory points
Become the gatekeeper Make an Example of their World (Action Phase) Become the gatekeeper Make an Example of their World (Action Phase)
Have one or more ships in a system that contains an Use bombardment to destroy the last of a player's Have one or more ships in a system that contains an Use bombardment to destroy the last of a player's
alpha wormhole and 1 or more ships in a system that ground forces on a planet. alpha wormhole and 1 or more ships in a system that ground forces on a planet.
contains a beta wormhole. contains a beta wormhole.
L1z1x Mindnet Yssaril Tribes
Home System 5/0 Home System 2/3 1/2
Faction Abilities Assimilate Faction Abilities Stall Tactics
When you gain control of a planet, replace each PDS and space Action : Discard 1 action card from your hand
dock that is on that planet with a matching unit from your
reinforcements. Scheming
When you draw 1 or more action cards, draw 1 additional action
Harrow card. Then choose and discard 1 action card from your hand.
After each round of ground combat, your ships in the active system
may use their bombardment ability against your opponent's ground Crafty
forces on the planet. You can have any number of action cards in your hand. Game
effects cannot prevent you from using this ability.
Commodities 2 Commodities 3
Promissary Note Cybernetic Enhancements Promissary Note Spy Net
At the start of your turn: At the end of your turn:
Remove 1 token from the L1z1x player's strategy pool and return it Look at the Yssaril player's hand of action cards. Choose 1 of those
to his reinforcements. Then, place 1 command token from your action cards and add it to yout hand.
reinforcements in your strategy pool. Then, return this card to the Yssaril player.
Then, return this card to the L1z1x player.
Starting Fleet 1 Space dock, 1 PDS, 1 Carrier, 1 Dreadnaught, 5 Infantry, 3 Starting Fleet 1 Space dock, 1 PDS, 2 Carrier, 1 Cruiser, 5 Infantry, 2 Fighter
Fighter
Starting Technologies Neural Motivator (G), Plasma Scoring (R) Starting Technologies Neural Motivator (G)
Special Units Super Dreadnaught I: Cost 4 - Combat 5 - Move 1 - Capacity 2 - Special Units
Bombard 5 - Sustain Damage
Faction Technologies Super Dreadnaught II [BBY] : Combat 4, Move 2, Capacity 2, Faction Technologies Mageon Implants [GGG]
Bombard 4 - Sustain Damage Action : Exhaust this card to look at another player's hand of action
This unit cannot be destroyed by Direct Hit action cards. cards. Choose 1 of those cards and add it to your hand.
Secret Objectives (1VP) - Status Phase unless stated Secret Objectives (1VP) - Status Phase unless stated
Establish a Perimeter Form a spy network Establish a Perimeter Form a spy network
Have 4 PDS units on the game board Discard 5 action cards Have 4 PDS units on the game board Discard 5 action cards
Fuel the War Machine Gather a mighty fleet Fuel the War Machine Gather a mighty fleet
Have 3 space docks on the game board Have 5 dreadnaughts on the board. Have 3 space docks on the game board Have 5 dreadnaughts on the board.
Mine Rare Minerals Control the Region Mine Rare Minerals Control the Region
Control 4 hazardeous planets Have 1 or more ships in 6 systems. Control 4 hazardeous planets Have 1 or more ships in 6 systems.
Monopolize Production Forge an Alliance Monopolize Production Forge an Alliance
Control 4 industrial Planets Control 4 cultural Planets. Control 4 industrial Planets Control 4 cultural Planets.
Cut Supply Lines Threaten Enemies Cut Supply Lines Threaten Enemies
Have 1 or more ships in the same system as another Have 1 or more ships in a system that is adjacent to Have 1 or more ships in the same system as another Have 1 or more ships in a system that is adjacent to
player's space dock. another player's home system. player's space dock. another player's home system.
Occupy the Seat of the Empire Learn the Secrets of the Cosmos Occupy the Seat of the Empire Learn the Secrets of the Cosmos
Control Mecatol Rex and have 3 or more ships in its Have 1 or more ships in 3 systems that are each Control Mecatol Rex and have 3 or more ships in its Have 1 or more ships in 3 systems that are each
system. adjacent to an anomaly. system. adjacent to an anomaly.
Destroy their Greatest Ship (Action Phase) Spark A Rebellion (Action Phase) Destroy their Greatest Ship (Action Phase) Spark A Rebellion (Action Phase)
Destroy another player's War Sun or Flag Ship Win a combat against a player who has the most Destroy another player's War Sun or Flag Ship Win a combat against a player who has the most
victory points victory points
Become the gatekeeper Make an Example of their World (Action Phase) Become the gatekeeper Make an Example of their World (Action Phase)
Have one or more ships in a system that contains an Use bombardment to destroy the last of a player's Have one or more ships in a system that contains an Use bombardment to destroy the last of a player's
alpha wormhole and 1 or more ships in a system that ground forces on a planet. alpha wormhole and 1 or more ships in a system that ground forces on a planet.
contains a beta wormhole. contains a beta wormhole.
Barony of Letnev Nekro Virus
Home System 4/0 2/1 Home System 4/0
Faction Abilities Munitions Reserves Faction Abilities Galactic Threat
At the start of each round of space combat, you may spend 2 trade You cannot vote on agendas. Once per agenda phase after an agenda is
goods: you may reroll any number of your dice during that combat revealed, you may predict aloud the outcome of that agenda. If your
round. prediction is correct, gain 1 technology that is owned by a player who voted
how you predicted.
Commodities 2 Commodities 3
Promissary Note War Funding Promissary Note Antivirus
At the start of a round of space combat. At the start of a combat:
The Letnev Player loses 2 trade goods. Place this card faceup in your play area. While this card is in your play area,
During this combat round, reroll any number of your dice. the Nekro player cannot use his Technological Singularity faction ability
against you.
Then, return this card to the Letnev player
If you activate a system that contains 1 or more of the Nekro player's units,
return this card to the Nekro player.
Starting Fleet 1 Space dock, 1 PDS, 1 Carrier, 1 Dreadnaught, 1 Destroyer, 3 Starting Fleet 1 Space dock, 1 Carrier, 1 Dreadnaught, 1 Cruiser, 2 Infantry, 2
Infantry, 1 Fighter Fighter
Starting Technologies Antimass Deflectors Starting Technologies Dacxive Animators
Plasma Scoring
Special Units Special Units
Faction Technologies Non-Euclidian Shielding [RR] Faction Technologies Valefactor Assimilator X / Valefactor Assimilator Y
When one of your units uses sustain damage, cancel 2 hits instead When you gain another player's technology using 1 of your faction
of 1. abilities, you may place the X/Y assimilator token on a faction
technology owned by that player instead. While that token is on a
L4 Disruptors [Y] technology, this card gains that technology's text. You cannot place
During an invasion, units cannot use space cannon against your an assimilator token on technology that already has an assimilator
units. token.
Secret Objectives (1VP) - Status Phase unless stated Secret Objectives (1VP) - Status Phase unless stated
Establish a Perimeter Form a spy network Establish a Perimeter Form a spy network
Have 4 PDS units on the game board Discard 5 action cards Have 4 PDS units on the game board Discard 5 action cards
Fuel the War Machine Gather a mighty fleet Fuel the War Machine Gather a mighty fleet
Have 3 space docks on the game board Have 5 dreadnaughts on the board. Have 3 space docks on the game board Have 5 dreadnaughts on the board.
Mine Rare Minerals Control the Region Mine Rare Minerals Control the Region
Control 4 hazardeous planets Have 1 or more ships in 6 systems. Control 4 hazardeous planets Have 1 or more ships in 6 systems.
Monopolize Production Forge an Alliance Monopolize Production Forge an Alliance
Control 4 industrial Planets Control 4 cultural Planets. Control 4 industrial Planets Control 4 cultural Planets.
Cut Supply Lines Threaten Enemies Cut Supply Lines Threaten Enemies
Have 1 or more ships in the same system as another Have 1 or more ships in a system that is adjacent to Have 1 or more ships in the same system as another Have 1 or more ships in a system that is adjacent to
player's space dock. another player's home system. player's space dock. another player's home system.
Occupy the Seat of the Empire Learn the Secrets of the Cosmos Occupy the Seat of the Empire Learn the Secrets of the Cosmos
Control Mecatol Rex and have 3 or more ships in its Have 1 or more ships in 3 systems that are each Control Mecatol Rex and have 3 or more ships in its Have 1 or more ships in 3 systems that are each
system. adjacent to an anomaly. system. adjacent to an anomaly.
Destroy their Greatest Ship (Action Phase) Spark A Rebellion (Action Phase) Destroy their Greatest Ship (Action Phase) Spark A Rebellion (Action Phase)
Destroy another player's War Sun or Flag Ship Win a combat against a player who has the most Destroy another player's War Sun or Flag Ship Win a combat against a player who has the most
victory points victory points
Become the gatekeeper Make an Example of their World (Action Phase) Become the gatekeeper Make an Example of their World (Action Phase)
Have one or more ships in a system that contains an Use bombardment to destroy the last of a player's Have one or more ships in a system that contains an Use bombardment to destroy the last of a player's
alpha wormhole and 1 or more ships in a system that ground forces on a planet. alpha wormhole and 1 or more ships in a system that ground forces on a planet.
contains a beta wormhole. contains a beta wormhole.
Emirates of Hacan Winnu
Home System 2/1 0/1 1/1 Home System 42798
Faction Abilities Masters of Trade Faction Abilities Blood Ties
You do not have to spend a command token to resolve the secondary ability You do not have to spend influence to remove the custodians token
of the Trade strategy card. from Mecatol Rex
Guild Ships
Reclamation
You can negotiate transactions with players who are not your neighbor
After you resolve a tactical action during which you gained control
Arbiters of Mecatol Rex, you may place 1 PDS and 1 space dock from your
When you are negotiating a transaction, action cards can be exchanged as reinforcements on Mecatol Rex
part of that transaction.
Commodities 6 Commodities 3
Promissary Note Trade Convoys Promissary Note Acquiescence
Action : Place this card faceup in your play area At the end of the strategy phase:
While this card is in your play area, you may negotiate transactions Exchange 1 of your strategy cards with a strategy card that was chosen by
with players who are not your neighbor. the Winnu player. Then return this card to the Winnu player.
If you activate a system that contains 1 or more of the Hacan
player's units, return this card to the Hacan player.
Starting Fleet 1 Space dock, 2 Carrier, 1 Cruiser, 4 Infantry, 2 Fighter Starting Fleet 1 Space dock, 1 PDS, 1 Carrier, 1 Cruiser, 2 Infantry, 2 Fighter
Starting Technologies Antimass Deflectors Starting Technologies Choose any 1 technology that has no prerequisites
Sarween Tools
Special Units Special Units
Faction Technologies Quantum Datahub Node [YYY] Faction Technologies Lazax Gate Folding [BB]
At the end of the strategy phase, you may spend 1 token from your During your tactical actions, if you do not control Mecatol Rex, treat its
strategy pool and give another player 3 of your trade goods. If you system as if it contains both an alpha and beta wormhole.
do, give 1 of your strategy cards to that player and take 1 of his Action : If you control Mecatol Rex, exhaust this card to place 1 infantry
from your reinforcements on Mecatol Rex.
strategy cards.
Hegemonic Trade Policy [YY]
Production Biomes [GG] Exhaust this card when 1 or more of your units use production; swap the
Action : Exhaust this card and spend 1 token from your strategy resource and influence values of 1 planet you control until the end of your
pool to gain 4 trade goods and choose 1 other player; that player turn.
gains 2 trade goods.
Flagship Wrath of Kenara Flagship Salai Sai Corian
Cost 8 - Combat 7x2 - Move 1 - Capacity 3 - Sustain Damage Cost 8 - Combat 7x1 - Move 1 - Capacity 3 - Sustain Damage
After you roll a die during a space combat in this system, you may When this unit makes a combat roll, it rolls a number of dice equal to the
spend 1 trade good to apply +1 to the attack. number of your opponent's non-fighter ships in this system.
Public Objectives - Score in Status Phase Public Objectives - Score in Status Phase
Stage I (1VP) Stage II (2VP) Stage I (1VP) Stage II (2VP)
Erect a Monument Found a Golden Age Erect a Monument Found a Golden Age
Spend 8 resources Spend 16 resources Spend 8 resources Spend 16 resources
Sway the council Manipulate Galactic Law Sway the council Manipulate Galactic Law
Spend 8 influence Spend 20 influence Spend 8 influence Spend 20 influence
Negociate Trade Routes Centralize Galactic Trade Negociate Trade Routes Centralize Galactic Trade
Spend 5 Trade Goods Spend 10 trade goods Spend 5 Trade Goods Spend 10 trade goods
Lead from the front Galvanize the People Lead from the front Galvanize the People
Spend a total of 3 tokens from your tactic and or Spend a total of 6 tokens from your tactic and/or Spend a total of 3 tokens from your tactic and or Spend a total of 6 tokens from your tactic and/or
strategy pool. strategy pools strategy pool. strategy pools
Diversify Research Master of Sciences Diversify Research Master of Sciences
Own 2 technologies in each of 2 colors Own 2 technologies in each of 4 colors. Own 2 technologies in each of 2 colors Own 2 technologies in each of 4 colors.
Develop Weaponry Revolutionize Warfare Develop Weaponry Revolutionize Warfare
Own 2 unit upgrade technologies Own 3 unit upgrade technologies Own 2 unit upgrade technologies Own 3 unit upgrade technologies
Found research outposts Form Galactic Brain Trust Found research outposts Form Galactic Brain Trust
Control 3 planets that have technology specialties Control 5 planets that have technology specialties Control 3 planets that have technology specialties Control 5 planets that have technology specialties
Intimidate the Council Conquer the Weak Intimidate the Council Conquer the Weak
Have 1 or more ships in 2 systems that are adjacent Control 1 planet that is in another player's home Have 1 or more ships in 2 systems that are adjacent Control 1 planet that is in another player's home
to Mexatol Rex's system system to Mexatol Rex's system system
Expand borders Subdue the Galaxy Expand borders Subdue the Galaxy
Control 6 planets in non-home systems Control 11 planets in non-home systems Control 6 planets in non-home systems Control 11 planets in non-home systems
Corner the Market Unify the colonies Corner the Market Unify the colonies
Control 4 planets that each have the same planet trait Control 6 planets that each have the same planet trait Control 4 planets that each have the same planet trait Control 6 planets that each have the same planet trait
Secret Objectives (1VP) - Status Phase unless stated Secret Objectives (1VP) - Status Phase unless stated
Establish a Perimeter Form a spy network Establish a Perimeter Form a spy network
Have 4 PDS units on the game board Discard 5 action cards Have 4 PDS units on the game board Discard 5 action cards
Fuel the War Machine Gather a mighty fleet Fuel the War Machine Gather a mighty fleet
Have 3 space docks on the game board Have 5 dreadnaughts on the board. Have 3 space docks on the game board Have 5 dreadnaughts on the board.
Mine Rare Minerals Control the Region Mine Rare Minerals Control the Region
Control 4 hazardeous planets Have 1 or more ships in 6 systems. Control 4 hazardeous planets Have 1 or more ships in 6 systems.
Monopolize Production Forge an Alliance Monopolize Production Forge an Alliance
Control 4 industrial Planets Control 4 cultural Planets. Control 4 industrial Planets Control 4 cultural Planets.
Cut Supply Lines Threaten Enemies Cut Supply Lines Threaten Enemies
Have 1 or more ships in the same system as another Have 1 or more ships in a system that is adjacent to Have 1 or more ships in the same system as another Have 1 or more ships in a system that is adjacent to
player's space dock. another player's home system. player's space dock. another player's home system.
Occupy the Seat of the Empire Learn the Secrets of the Cosmos Occupy the Seat of the Empire Learn the Secrets of the Cosmos
Control Mecatol Rex and have 3 or more ships in its Have 1 or more ships in 3 systems that are each Control Mecatol Rex and have 3 or more ships in its Have 1 or more ships in 3 systems that are each
system. adjacent to an anomaly. system. adjacent to an anomaly.
Destroy their Greatest Ship (Action Phase) Spark A Rebellion (Action Phase) Destroy their Greatest Ship (Action Phase) Spark A Rebellion (Action Phase)
Destroy another player's War Sun or Flag Ship Win a combat against a player who has the most Destroy another player's War Sun or Flag Ship Win a combat against a player who has the most
victory points victory points
Become the gatekeeper Make an Example of their World (Action Phase) Become the gatekeeper Make an Example of their World (Action Phase)
Have one or more ships in a system that contains an Use bombardment to destroy the last of a player's Have one or more ships in a system that contains an Use bombardment to destroy the last of a player's
alpha wormhole and 1 or more ships in a system that ground forces on a planet. alpha wormhole and 1 or more ships in a system that ground forces on a planet.
contains a beta wormhole. contains a beta wormhole.
Ghosts of Creuss Yin Brotherhood
Home System Delta Wormhole + 4/2 Homesystem Home System 42829
Faction Abilities Quantum entanglement Faction Abilities Indoctrination
You treat all systems that contain either an alpha or a beta wormholeas At the start of a ground combat, you may spend 2 influence to
adjacent to eachother. Game effects cannot prevent you from using this replace 1 of your opponent's participating infantry with 1 infantry
ability. from your reinforcements.
Slipstream
During your tactical actions, apply +1 to the move value of each of your
Devotion
ships that starts its movement in your home system or in a system that After each space battle round, you may destroy 1 of your cruisers
contains either an alpha or beta wormhole. or destroyers to produce 1 hit and assign it to 1 of your opponent's
ships.
Creuss Gate
When you create the game board, place the Creuss Gate where your home
systemwould normally be placed. The Creuss Gate is not a home system.
Then place your home system in your play area.
Commodities 4 Commodities 2
Promissary Note Creuss Iff Promissary Note Greyfire Mutagen
At the start of your turn during the action phase: After a system is activated:
Place or move a Creuss wormhole token into either a system that contains The Yin player cannot use faction abilities or faction technology during this
a planet you control or a non-home system that does not contain another tactical action.
player's ships. Then, return this card to the Yin player
Then, return this card to the Creuss player.
Starting Fleet 1 Space dock, 1 Carrier, 2 Destroyer, 4 Infantry, 2 Fighter Starting Fleet 1 Space dock, 2 Carrier, 1 Destroyer, 4 Infantry, 4 Fighter
Starting Technologies Gravity Drive (B) Starting Technologies Sarween Tools (Y)
Special Units Special Units
Faction Technologies Wormhole Generator [BB] Faction Technologies Yin Spinner [GG]
At the start of the status phase, place or move a Creuss wormhole After one or more of your units use production, place 1 infantry from your
token into either a system that contains a planet you control or a reinforcements on a planet you control in that system.
non-home system that does not contain another player's ships.
Impulse Core [YY]
At the start of a space combat, you may destroy 1 of your cruisers or
Dimensional Splicer [R] destroyers in the active system to produce 1 hit against your opponent's
At the start of a space combat in a system that contains a ships; that hit must be assigned by your opponent to 1 of his non-fighter
wormhole and 1 or more of your ships, you may produce 1 hit and ships if able.
assign it to 1 of your opponent's ships
Secret Objectives (1VP) - Status Phase unless stated Secret Objectives (1VP) - Status Phase unless stated
Establish a Perimeter Form a spy network Establish a Perimeter Form a spy network
Have 4 PDS units on the game board Discard 5 action cards Have 4 PDS units on the game board Discard 5 action cards
Fuel the War Machine Gather a mighty fleet Fuel the War Machine Gather a mighty fleet
Have 3 space docks on the game board Have 5 dreadnaughts on the board. Have 3 space docks on the game board Have 5 dreadnaughts on the board.
Mine Rare Minerals Control the Region Mine Rare Minerals Control the Region
Control 4 hazardeous planets Have 1 or more ships in 6 systems. Control 4 hazardeous planets Have 1 or more ships in 6 systems.
Monopolize Production Forge an Alliance Monopolize Production Forge an Alliance
Control 4 industrial Planets Control 4 cultural Planets. Control 4 industrial Planets Control 4 cultural Planets.
Cut Supply Lines Threaten Enemies Cut Supply Lines Threaten Enemies
Have 1 or more ships in the same system as another Have 1 or more ships in a system that is adjacent to Have 1 or more ships in the same system as another Have 1 or more ships in a system that is adjacent to
player's space dock. another player's home system. player's space dock. another player's home system.
Occupy the Seat of the Empire Learn the Secrets of the Cosmos Occupy the Seat of the Empire Learn the Secrets of the Cosmos
Control Mecatol Rex and have 3 or more ships in its Have 1 or more ships in 3 systems that are each Control Mecatol Rex and have 3 or more ships in its Have 1 or more ships in 3 systems that are each
system. adjacent to an anomaly. system. adjacent to an anomaly.
Destroy their Greatest Ship (Action Phase) Spark A Rebellion (Action Phase) Destroy their Greatest Ship (Action Phase) Spark A Rebellion (Action Phase)
Destroy another player's War Sun or Flag Ship Win a combat against a player who has the most Destroy another player's War Sun or Flag Ship Win a combat against a player who has the most
victory points victory points
Become the gatekeeper Make an Example of their World (Action Phase) Become the gatekeeper Make an Example of their World (Action Phase)
Have one or more ships in a system that contains an Use bombardment to destroy the last of a player's Have one or more ships in a system that contains an Use bombardment to destroy the last of a player's
alpha wormhole and 1 or more ships in a system that ground forces on a planet. alpha wormhole and 1 or more ships in a system that ground forces on a planet.
contains a beta wormhole. contains a beta wormhole.
Arborec Naalu Collective
Home System 3/2 Home System 3/1 0/2
Faction Abilities Mitosis : Faction Abilities Telepathic
Your space docks cannot produce infantry. At the start of the status phase At the end of the strategy phase, place the Naalu "0" token on your strategy
place 1 infantry from your reinforcements on any planet you control. card. You are first in initiative order
Foresight
After another player moves ships into a system that contains one or more of
your ships, you may place 1 token from your strategy pool in an adjacent
system that does not contain another player's ships : move your ships from
the active system into that system.
Commodities 3 Commodities 3
Promissary Note Stymie Promissary Note Gift of prescience
Action: Place this card faceup in your play area. At the end of the Strategy Phase:
While this card is in your play area, the Arborec player cannot produce units Place this card faceup in your play area and place the Naalu "0" token on
in or adjacent to non-home systems that contain 1 or more of your units. your strategy card; You are the first in initiative order. The Naalu player
If you activate a system that contains 1 or more of the Arborec player's cannot use his Telepathic faction ability during this game round.
units, return this card to the Arborec player. Return this card to the Naalu player at the end of the status phase.
Starting Fleet 1 Space dock, 1 PDS, 1 Carrier, 1 Cruiser, 4 Infantry, 2 Fighter Starting Fleet 1 Space dock,1 PDS, 1 Carrier, 1 Cruiser, 1 Destroyer, 4 Infantry, 3 Fighter
Starting Technologies Magen Defense Grid (R) Starting Technologies Sarween Tools (Y), Neural Motivator (G)
Special Units Letani Warrior I - Cost 1(2) - Combat 8 - Production 1 Special Units Hybrid Crystal Fighter I : Cost 1(2) - Combat 8
Faction Technologies Letani Warrior II [GG] Faction Technologies Hybrid Crystal Fighter II [GB] : Combat 7 , Move 2
Cost 1(2) Combat 7- Production 2 This unit may move without being transported. Each fighter in excess of
After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the your ships' capacity counts as 1/2 of a ship against your fleet pool.
unit on this card. At the start of your next turn, place each unit that is on this
card on a planet you control in your home system. Neuroglaive [GGG]
After another player activates a system that contains 1 or more of your
Bioplasmosis [GG] ships, that player removes 1 token from his fleet pool and returns it to his
At the end of the status phase, you may remove any number of infantry reinforcements.
from planets you control and place them on 1 or more planets you control in
the same or adjacent systems.
Secret Objectives (1VP) - Status Phase unless stated Secret Objectives (1VP) - Status Phase unless stated
Establish a Perimeter Form a spy network Establish a Perimeter Form a spy network
Have 4 PDS units on the game board Discard 5 action cards Have 4 PDS units on the game board Discard 5 action cards
Fuel the War Machine Gather a mighty fleet Fuel the War Machine Gather a mighty fleet
Have 3 space docks on the game board Have 5 dreadnaughts on the board. Have 3 space docks on the game board Have 5 dreadnaughts on the board.
Mine Rare Minerals Control the Region Mine Rare Minerals Control the Region
Control 4 hazardeous planets Have 1 or more ships in 6 systems. Control 4 hazardeous planets Have 1 or more ships in 6 systems.
Monopolize Production Forge an Alliance Monopolize Production Forge an Alliance
Control 4 industrial Planets Control 4 cultural Planets. Control 4 industrial Planets Control 4 cultural Planets.
Cut Supply Lines Threaten Enemies Cut Supply Lines Threaten Enemies
Have 1 or more ships in the same system as another Have 1 or more ships in a system that is adjacent to Have 1 or more ships in the same system as another Have 1 or more ships in a system that is adjacent to
player's space dock. another player's home system. player's space dock. another player's home system.
Occupy the Seat of the Empire Learn the Secrets of the Cosmos Occupy the Seat of the Empire Learn the Secrets of the Cosmos
Control Mecatol Rex and have 3 or more ships in its Have 1 or more ships in 3 systems that are each Control Mecatol Rex and have 3 or more ships in its Have 1 or more ships in 3 systems that are each
system. adjacent to an anomaly. system. adjacent to an anomaly.
Destroy their Greatest Ship (Action Phase) Spark A Rebellion (Action Phase) Destroy their Greatest Ship (Action Phase) Spark A Rebellion (Action Phase)
Destroy another player's War Sun or Flag Ship Win a combat against a player who has the most Destroy another player's War Sun or Flag Ship Win a combat against a player who has the most
victory points victory points
Become the gatekeeper Make an Example of their World (Action Phase) Become the gatekeeper Make an Example of their World (Action Phase)
Have one or more ships in a system that contains an Use bombardment to destroy the last of a player's Have one or more ships in a system that contains an Use bombardment to destroy the last of a player's
alpha wormhole and 1 or more ships in a system that ground forces on a planet. alpha wormhole and 1 or more ships in a system that ground forces on a planet.
contains a beta wormhole. contains a beta wormhole.
Clan of Saar Sardak N'orr
Home System 1/0 2/1 Home System 3/1 1/0
Faction Abilities Scavenge Faction Abilities Unrelenting
After you gain control of a planet, gain 1 trade good. Apply +1 to the result of each of your unit's combat rolls
Nomadic
You can score objectives even if you do not control the planets in
your home system.
Commodities 3 Commodities 3
Promissary Note Ragh's Call Promissary Note Tekklar Legion
After you commit 1 or more units to land on a planet: At the start of an invasion combat:
Remove all of the Saar player's ground forces from that planet and Apply +1 to the result of each of your unit's combat rolls during this
place them on a planet controlled by the Saar player. Then return combat. If your opponent is the N'orr player, apply -1 to the result of
this card to the Saar player. each of his unit's combat rolls during this combat.
Then, return this card to the N'orr player.
Starting Fleet 1 Space dock, 2 Carrier, 1 Cruiser, 4 Infantry, 2 Fighter Starting Fleet 1 Space dock,1 PDS, 2 Carrier, 1 Cruiser, 5 Infantry
Secret Objectives (1VP) - Status Phase unless stated Secret Objectives (1VP) - Status Phase unless stated
Establish a Perimeter Form a spy network Establish a Perimeter Form a spy network
Have 4 PDS units on the game board Discard 5 action cards Have 4 PDS units on the game board Discard 5 action cards
Fuel the War Machine Gather a mighty fleet Fuel the War Machine Gather a mighty fleet
Have 3 space docks on the game board Have 5 dreadnaughts on the board. Have 3 space docks on the game board Have 5 dreadnaughts on the board.
Mine Rare Minerals Control the Region Mine Rare Minerals Control the Region
Control 4 hazardeous planets Have 1 or more ships in 6 systems. Control 4 hazardeous planets Have 1 or more ships in 6 systems.
Monopolize Production Forge an Alliance Monopolize Production Forge an Alliance
Control 4 industrial Planets Control 4 cultural Planets. Control 4 industrial Planets Control 4 cultural Planets.
Cut Supply Lines Threaten Enemies Cut Supply Lines Threaten Enemies
Have 1 or more ships in the same system as another Have 1 or more ships in a system that is adjacent to Have 1 or more ships in the same system as another Have 1 or more ships in a system that is adjacent to
player's space dock. another player's home system. player's space dock. another player's home system.
Occupy the Seat of the Empire Learn the Secrets of the Cosmos Occupy the Seat of the Empire Learn the Secrets of the Cosmos
Control Mecatol Rex and have 3 or more ships in its Have 1 or more ships in 3 systems that are each Control Mecatol Rex and have 3 or more ships in its Have 1 or more ships in 3 systems that are each
system. adjacent to an anomaly. system. adjacent to an anomaly.
Destroy their Greatest Ship (Action Phase) Spark A Rebellion (Action Phase) Destroy their Greatest Ship (Action Phase) Spark A Rebellion (Action Phase)
Destroy another player's War Sun or Flag Ship Win a combat against a player who has the most Destroy another player's War Sun or Flag Ship Win a combat against a player who has the most
victory points victory points
Become the gatekeeper Make an Example of their World (Action Phase) Become the gatekeeper Make an Example of their World (Action Phase)
Have one or more ships in a system that contains an Use bombardment to destroy the last of a player's Have one or more ships in a system that contains an Use bombardment to destroy the last of a player's
alpha wormhole and 1 or more ships in a system that ground forces on a planet. alpha wormhole and 1 or more ships in a system that ground forces on a planet.
contains a beta wormhole. contains a beta wormhole.
Embers of Muaat Universities of Jol-Nar
Home System 4/1 Home System 2/3 1/2
Faction Abilities Star Forge Faction Abilities Fragile
Action : Spend 1 token from your strategy pool to place either 2 Apply -1 to the result of each of your unit's combat rolls.
fighters or 1 destroyer from your reinforcements in a system that
contains 1 or more of your war suns. Brilliant
When you spend a command token to resolve the secondary ability of the
Technology strategy card, you may resolve the primary ability instead.
Gashlai Physiology
Your ships can move through supernova's. Analytical
When you research a technology that is not a unit upgrade technology, you
may ignore 1 prerequisite.
Commodities 4 Commodities 4
Promissary Note Fires of the Gashlai Promissary Note Research Agreement
Action : Remove 1 token from the Muaat player's fleet pool and After the Jol-Nar player researches a technology that is not a faction
return it to his reinforcements. Then, gain your war sun unit technology:
upgrade card. Gain that technology. Then, return this card to the Jol-Nar player.
Then, return this card to the Muaat Player.
Starting Fleet 1 Space dock, 1 War Sun, 4 Infantry, 2 Fighter Starting Fleet 1 Space dock, 2 PDS, 2 Carrier, 1 Dreadnaught, 2 Infantry, 1 Fighter
Starting Technologies Plasma Scoring (R) Starting Technologies Neural Motivator (G), Antimass Deflector (B), Sarween Tools (Y), Plasma
Scoring (R)
Special Units Prototype War Sun I : Cost 12 - Combat 3x3 - Move 1 - Capacity 6 Special Units
- Bombard 3x3 - Sustain Damage
Other player's units in this system lose Planetary Shield.
Faction Technologies Prototype War Sun II [RRRY] : Cost 10 - Combat 3x3 - Move 3 - Faction Technologies Spacial Conduit Cylinder [BB]
Capacity 6 You may exhaust this card after you activate a system that contains 1 or
Bombardment 3x3 - Sustain Damage more of your units; that system is adjacent to all other systems that contain
Other player's units in this system lose Planetary Shield. 1 or more of your units during this activation.
Secret Objectives (1VP) - Status Phase unless stated Secret Objectives (1VP) - Status Phase unless stated
Establish a Perimeter Form a spy network Establish a Perimeter Form a spy network
Have 4 PDS units on the game board Discard 5 action cards Have 4 PDS units on the game board Discard 5 action cards
Fuel the War Machine Gather a mighty fleet Fuel the War Machine Gather a mighty fleet
Have 3 space docks on the game board Have 5 dreadnaughts on the board. Have 3 space docks on the game board Have 5 dreadnaughts on the board.
Mine Rare Minerals Control the Region Mine Rare Minerals Control the Region
Control 4 hazardeous planets Have 1 or more ships in 6 systems. Control 4 hazardeous planets Have 1 or more ships in 6 systems.
Monopolize Production Forge an Alliance Monopolize Production Forge an Alliance
Control 4 industrial Planets Control 4 cultural Planets. Control 4 industrial Planets Control 4 cultural Planets.
Cut Supply Lines Threaten Enemies Cut Supply Lines Threaten Enemies
Have 1 or more ships in the same system as another Have 1 or more ships in a system that is adjacent to Have 1 or more ships in the same system as another Have 1 or more ships in a system that is adjacent to
player's space dock. another player's home system. player's space dock. another player's home system.
Occupy the Seat of the Empire Learn the Secrets of the Cosmos Occupy the Seat of the Empire Learn the Secrets of the Cosmos
Control Mecatol Rex and have 3 or more ships in its Have 1 or more ships in 3 systems that are each Control Mecatol Rex and have 3 or more ships in its Have 1 or more ships in 3 systems that are each
system. adjacent to an anomaly. system. adjacent to an anomaly.
Destroy their Greatest Ship (Action Phase) Spark A Rebellion (Action Phase) Destroy their Greatest Ship (Action Phase) Spark A Rebellion (Action Phase)
Destroy another player's War Sun or Flag Ship Win a combat against a player who has the most Destroy another player's War Sun or Flag Ship Win a combat against a player who has the most
victory points victory points
Become the gatekeeper Make an Example of their World (Action Phase) Become the gatekeeper Make an Example of their World (Action Phase)
Have one or more ships in a system that contains an Use bombardment to destroy the last of a player's Have one or more ships in a system that contains an Use bombardment to destroy the last of a player's
alpha wormhole and 1 or more ships in a system that ground forces on a planet. alpha wormhole and 1 or more ships in a system that ground forces on a planet.
contains a beta wormhole. contains a beta wormhole.
Mentak Coalition
Home System 4/1
Faction Abilities Ambush
At the start of a space combat, you may roll 1 die for each of up to
2 of your cruisers or destroyers in the system. For each result equal
or greater than that ship's combat value produce 1 hit. Your
opponent must assign it to one of his ships.
Pillage
After one of your neighbors gains trade goods or resolves a
transaction. If he has 3 or more trade goods you may take 1 of his
trade goods or commodities.
Commodities 2
Promissary Note Promise of Protection
Action: Place this card faceup in your play area.
While this card is in your play area, the Mentak player cannot use
his pillage faction ability against you.
If you activate a system that contains 1 or more of the Mentak
player's units, return this card to the Mentak player.
Secret Objectives (1VP) - Status Phase unless stated Secret Objectives (1VP) - Status Phase unless stated
Establish a Perimeter Form a spy network Establish a Perimeter Form a spy network
Have 4 PDS units on the game board Discard 5 action cards Have 4 PDS units on the game board Discard 5 action cards
Fuel the War Machine Gather a mighty fleet Fuel the War Machine Gather a mighty fleet
Have 3 space docks on the game board Have 5 dreadnaughts on the board. Have 3 space docks on the game board Have 5 dreadnaughts on the board.
Mine Rare Minerals Control the Region Mine Rare Minerals Control the Region
Control 4 hazardeous planets Have 1 or more ships in 6 systems. Control 4 hazardeous planets Have 1 or more ships in 6 systems.
Monopolize Production Forge an Alliance Monopolize Production Forge an Alliance
Control 4 industrial Planets Control 4 cultural Planets. Control 4 industrial Planets Control 4 cultural Planets.
Cut Supply Lines Threaten Enemies Cut Supply Lines Threaten Enemies
Have 1 or more ships in the same system as another Have 1 or more ships in a system that is adjacent to Have 1 or more ships in the same system as another Have 1 or more ships in a system that is adjacent to
player's space dock. another player's home system. player's space dock. another player's home system.
Occupy the Seat of the Empire Learn the Secrets of the Cosmos Occupy the Seat of the Empire Learn the Secrets of the Cosmos
Control Mecatol Rex and have 3 or more ships in its Have 1 or more ships in 3 systems that are each Control Mecatol Rex and have 3 or more ships in its Have 1 or more ships in 3 systems that are each
system. adjacent to an anomaly. system. adjacent to an anomaly.
Destroy their Greatest Ship (Action Phase) Spark A Rebellion (Action Phase) Destroy their Greatest Ship (Action Phase) Spark A Rebellion (Action Phase)
Destroy another player's War Sun or Flag Ship Win a combat against a player who has the most Destroy another player's War Sun or Flag Ship Win a combat against a player who has the most
victory points victory points
Become the gatekeeper Make an Example of their World (Action Phase) Become the gatekeeper Make an Example of their World (Action Phase)
Have one or more ships in a system that contains an Use bombardment to destroy the last of a player's Have one or more ships in a system that contains an Use bombardment to destroy the last of a player's
alpha wormhole and 1 or more ships in a system that ground forces on a planet. alpha wormhole and 1 or more ships in a system that ground forces on a planet.
contains a beta wormhole. contains a beta wormhole.