Library
79 cards, of 80
-
LawFor When researching unit upgrades, players may pay 2 trade goods to ignore 1 prerequisite.Against No effect.
-
LawFor At the end of each strategy phase every player must give the player who controls Mecatol Rex one promissory note.Against Exhaust Imperial and remove trade goods from it. The player who has the custodians token loses it, and it is out of play for 1 round.
-
LawFor After a player researches a technology, they must destroy 1 of their non-fighter ships.Against At the start of the next strategy phase, each player chooses and exhausts 1 planet for each technology they own.
-
Directive
Elect Player
Elected player draws 1 secret objective.
-
Directive
Elect Player
The elected player places command tokens from their reinforcements so that they have 3 tokens in their tactic pool, 3 tokens in their fleet pool and 2 tokens in their strategy pool. They return any excess tokens to their reinforcements.
-
DirectiveFor Each player destroys all but 2 of their dreadnaughts and all but 4 of their cruisers.Against At the start of the next strategy phase, each player exhausts each of their planets that have a technology specialty.
-
LawFor All mechs lose their printed abilities except for SUSTAIN DAMAGE.Against Each player that voted "For" gains 3 trade goods.
-
LawFor Action cards may be discarded for 1 trade good.Against Purge action cards after use.
-
LawFor When a player chooses a strategy card during the strategy phase, they give that strategy card to another player that does not have 1 (or a player that does not have 2 in a three- or four-player game), if able.Against Each player readies only 3 of their planets at the end of this agenda phase.
-
DirectiveFor Each player removes 2 command tokens from their command sheet and returns those tokens to their reinforcements.Against Each player removes 1 command token from their fleet pool and returns that token to their reinforcements.
-
Law
Elect Scored Secret Objective
When this agenda is revealed, if there are no scored secret objectives, discard this card and reveal another agenda from the top of the deck. The elected secret objective becomes a public objective; place it near the other public objectives in the common play area.
-
Directive
Elect Non-Home Planet Other Than Mecatol Rex
Destroy each unit on the elected planet. Then, the player who controls that planet chooses 1 player with the fewest victory points; that player may place 1 infantry from their reinforcements on the elected planet.
-
LawFor When a player explores, they draw from any of the three decks.Against Each player may explore one of their planets.
-
Law
Elect Player
The elected player gains this card. Before players vote on an agenda that requires a player to be elected, the owner of this card may discard this card to choose a player to be elected. Players do not vote on that agenda.
-
Directive
Elect Planet
Destroy each ground force on the elected planet; for each unit that was destroyed, the player who controls that planet gains 1 trade good.
-
LawFor Players cannot use BOMBARDMENT against units that are on cultural planets.Against Each player that voted "Against" discards all of their action cards.
-
Law
Elect Hazardous Planet
Attach this card to the elected planet's card. Then, destroy 1 infantry on the planet. The resource value of this planet is increased by 2.
-
LawFor Players cannot exhaust planets for votes during the agenda/council phase; instead each player gets one vote per agenda. The player holding Mecatol Rex gets two. Players cannot cast additional votes.Against Next strategy phase, each team that voted against or abstained exhausts cultural planets and may not select Politics.
-
Directive
When this agenda is revealed, the speaker draws the next card in the agenda deck but does not reveal it to the other players. Instead, the speaker reads the eligible outcomes aloud (for, against, elect player, etc.); the other players vote for these outcomes as if they were outcomes of this agenda, without knowing their effects.
-
Law
Elect Cultural Planet
Attach this card to the elected planet's card. Then, destroy all units on that planet. Player's units cannot land, be produced, or be placed on this planet.
-
Directive
Elect Table
Players at the elected table may place either 1 cruiser or 2 destroyers from their reinforcements into a system they control. Players at non-elected tables may gain 1 command token from their reinforcements to their strategy pool.
-
DirectiveFor Each player returns all of their trade goods to the supply. Then, each player gains 5 trade goods.Against Each player returns all of their trade goods to the supply.
-
LawFor Alpha and beta wormholes have no effect during movement.Against Destroy each PDS in or adjacent to a system that contains a wormhole.
-
LawFor Each player can have a maximum of 3 action cards in their hand.Against Each player discards 1 random action card from their hand.
-
LawFor Each player cannot have more than 4 tokens in their fleet pool.Against Each player places 1 command token from their reinforcements in their fleet pool.
-
LawFor Each player can, one time during the game, do the following. ACTION: While having a unit occupy a sector with any wormhole, spend 3 trade goods to gain one of their intergalactic teammate's commander ability. That commander must be unlocked to use the ability.Against Shuffle all Alliance promissory notes at your table's game from anywhere they currently exist. Deal one to each player, making sure nobody receives their own. All normal promissory note rules apply, with it going faceup immediately.
-
Directive
Elect Strategy Card
Each player may perform the secondary ability of the elected strategy card without spending a command token; command tokens placed by the ability are placed from a player's reinforcements instead.
-
Directive
Draw two new galactic event cards: X and Y.
For Replace the current galactic event with X.Against Replace the current galactic event with Y. -
Law
Elect Cultural Planet
Attach this card to the elected planet's card. The planet's owner gains 1 victory point. Units on this planet cannot use PRODUCTION. When a player gains control of this planet, they gain 1 victory point. When a player loses control of this planet, they lose 1 victory point.
-
LawFor Each player can have any number of PDS units on planets they control.Against Each player destroys 1 of their PDS unit.
-
LawFor Systems that contain no planets or anomalies do not cost movement. Players may allow others to move through their ships in these systems.Against The members of the team that voted the most against may place up to 2 destroyers from their reinforcements in systems that contain their ships.
-
Law
Elect Player
The elected player gains this card. At the end of the strategy phase, the owner of this card may discard this card to swap 1 of their strategy cards with 1 of another player's strategy cards.
-
DirectiveFor Draw and reveal 1 stage I public objective from the deck and place it near the public objectives.Against Draw and reveal 1 stage II public objective from the deck and place it near the public objectives.
-
LawFor When producing units, produce only 1 fighter and infantry for its cost, instead of 2.Against Teams that vote against replenish their commodities and must exhaust their industrial planets at the beginning of the next strategy phase.
-
DirectiveFor Every player with 3 or fewer Trade Goods immediately gains 3 Trade Goods from the supply. Then teams may redistribute their Trade Goods between their members.Against Every player who has 6 or more Trade Goods must lose 2 or return 1 command token from their fleet pool to their reinforcements.
-
LawFor Fighters get +1 combat.Against Teams that voted for destroy 4 fighters.
-
DirectiveFor The speaker rolls 1 die. If the result is 6-10, each player may research 2 technologies. If the result is 1-5, destroy all units in Mecatol Rex's system, and each player with units in systems adjacent to Mecatol Rex's system destroys 3 of their units in each of those systems.Against No effect.
-
Directive
Elect Law
When this agenda is revealed, if there are no laws in play, discard this card and reveal another agenda from the top of the deck. Discard the elected law from play.
-
Directive
Elect Player
The elected player gains 1 relic.
-
Law
Elect Player
The elected player gains this card. After the owner of this card replenishes commodities, they gain 1 trade good for each player that is their neighbor.
-
Law
Elect Player
The elected player gains this card. When the owner of this card gains control of a planet, they gain 1 trade good.
-
Law
Elect Player
The elected player gains this card. When the owner of this card places a space dock in a system, their units in that system may use their PRODUCTION abilities.
-
Law
Elect Player
The elected player gains this card. After a player activates a system that contains 1 or more of a different player's units, the owner of this card may discard this card; immediately end the active player's turn.
-
Law
Elect Player
The elected player gains this card. At the end of the status phase, the owner of this card draws 1 action card.
-
Law
Elect Player
The elected player gains this card. When the owner of this card resolves the primary or secondary ability of the "Technology" strategy card, they do not need to spend resources to research technology.
-
Law
Elect Player
The elected player gains this card. The owner of this card may discard this card after performing an action to remove 1 of their command counters from the game board and return it to their reinforcements; then they may perform 1 additional action.
-
Directive
Elect Law
When this agenda is revealed, if there are no laws in play, discard this card and reveal another agenda from the top of the deck. Vote on the elected law as if it were just revealed from the top of the deck.
-
DirectiveFor Each player who voted "For" gains 1 victory point.Against Each player who voted "For" loses 1 victory point.
-
Directive
When this agenda is revealed, if there are no laws in play, discard this card and reveal another agenda from the top of the deck.
For Discard all laws in play. At the start of the next strategy phase, each player exhausts each planet in their home system.Against No effect. -
LawFor Alpha and beta wormholes in the wormhole nexus have no effect during movement.Against Place a gamma wormhole token in the Mecatol Rex system.
-
Law
Elect Player
The elected player gains this card and 1 victory point. The elected player cannot play action cards. If the owner of this card loses this card, they lose 1 victory point.
-
Law
Elect Player
The elected player gains this card. The owner of this card applies +1 to the result of their fighter's combat rolls. When the owner of this card uses PRODUCTION, they discard this card unless they produce 2 or more fighters.
-
Directive
Elect Player
The elected player discards all of their action cards. If they have the speaker token, they give it to the player on their left. The elected player cannot vote on any agendas during this agenda phase.
-
LawFor If any player owns a war sun technology, all players may ignore all prerequisites on war sun technologies. All war suns lose SUSTAIN DAMAGE.Against Each player that owns a war sun technology discards all of their action cards.
-
DirectiveFor Each player may reveal 1 unscored secret objective to their table. For every secret objective revealed this way, that player’s team may designate a member to gain 1 relic fragment of their choice.Against Each team chooses one member to gain 2 action cards and a command token to their tactics pool.
-
DirectiveFor Units cannot enter, leave, deploy, or be produced in Mecatol Rex for one round. Imperial does not score during this round.Against Every player on or within 1/2/3 tiles of Mecatol Rex loses up to 4 resources of units. Roll a die; on a 1-5/1-7/1-9 the unit in question is saved. Wormholes count for distance.
-
DirectiveFor Each player places 1 mech from their reinforcements on a planet they control in their home system.Against Each player replaces each of their mechs with 1 infantry from their reinforcements.
-
LawFor When a player produces units, they produce only 1 fighter and infantry for its cost instead of 2.Against No effect.
-
LawFor Players cannot exhaust planets to cast votes during the agenda phase; each player may cast 1 vote on each agenda instead. Players cannot cast additional votes.Against At the start of the next strategy phase, each player that voted "Against" exhausts all of their cultural planets.
-
LawFor Players cannot exhaust planets to cast votes during the agenda phase. Each player may cast 1 vote on each agenda instead.Against At the start of the next strategy phase, each player that voted "Against" exhausts all of their cultural planets.
-
Directive
Elect Player
The elected player gains any 1 technology of their choice. Then, for each prerequisite on that technology, they remove 1 token from their fleet pool and return it to their reinforcements.
-
Law
Elect Industrial Planet
Attach this card to the elected planet's card. When the owner of this planet researches technology, they may exhaust this card to ignore 1 green prerequisite.
-
Law
Elect Industrial Planet
Attach this card to the elected planet's card. When the owner of this planet researches technology, they may exhaust this card to ignore 1 yellow prerequisite.
-
Law
Elect Industrial Planet
Attach this card to the elected planet's card. When the owner of this planet researches technology, they may exhaust this card to ignore 1 blue prerequisite.
-
Law
Elect Hazardous Planet
Attach this card to the elected planet's card. When the owner of this planet researches technology, they may exhaust this card to ignore 1 red prerequisite.
-
Law
Elect Player
The elected player gains this card and draws 2 secret objectives. The owner of this card plays with their secret objectives revealed.
-
DirectiveFor The player with most victory points gains 1 victory point.Against The player with the fewest victory points gains 1 victory point.
-
Law
Elect Cultural Planet
Attach this card to the elected planet's card. The influence value of this planet is increased by 2.
-
Law
Elect Player
The elected player gains this card and 1 victory point. A player gains this card and 1 victory point when they win a combat against the owner of this card. Then, the previous owner of this card loses 1 victory point.
-
LawFor Each player's units can move through nebulae.Against Each player places a command token from their reinforcements in their home system, if able.
-
DirectiveFor Each player destroys half of their infantry on each planet they control, rounded up. Then, each player gains trade goods equal to the number of their infantry that were destroyed.Against Each player places 1 infantry from their reinforcements on each planet they control.
-
LawFor When a player takes or receives the speaker token, they place 1 of their control tokens on this card. A player whose control token is on this card may not take or receive the speaker token. If a control token from every player is on this card, remove them.Against The current speaker will retain their strategy card going into the next round. No effect can change this.
-
Law
Elect Hazardous Planet
Attach this card to the elected planet's card. The resource and influence values of this planet are increased by 1.
-
Law
Elect Player
The elected player gains this card and 1 victory point. A player gains this card and 1 victory point after they gain control of a planet in the home system of this card's owner. Then, the previous owner of this card loses 1 victory point.
-
Law
Elect Player
The elected player gains this card. During each combat round, the owner of this card may reroll any number of dice; they must destroy each of their units that did not produce a hit with its reroll. (Typo: The card itself says "The Crown of Thanlos," but rules referring to it use the correct name.)
-
DirectiveFor Each player that voted "For" draws 2 action cards.Against Each player that voted "For" discards all of their action cards.
-
LawFor All systems that contain either an alpha or beta wormhole are adjacent to each other.Against Each player places a command token from their reinforcements in each system that contains a wormhole and 1 or more of their ships.
-
DirectiveFor Each player who has 1 or more ships in a system that contains a wormhole may research 1 technology. Then, destroy all ships in systems that contain an alpha or beta wormhole.Against Each player that voted "Against" removes 1 command token from their command sheet and returns it to their reinforcements.
-
LawFor A wormhole appears at Mecatol Rex.Against Moving through alpha and beta wormholes reduces movement down to 1.