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Added by Robert Brotherus , last edited by Robert Brotherus on heinä 08, 2009  (view change)
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  Type Effect 1 Effect 2
Aggressive Strategy   For: Each player may immediately execute 2ndary of his strategy without paying CC Agains: No player may execute 2ndary of any strategy remainder of this round
Ancient Artifact   For: roll die 1-5: all units and ships in Mecatol are destroyed and every fleed adjacent take 3 rolls of strength 5 6-10: all players gain 2 techs Against: Discard this card
Arms Reduction   For: Each player must destroy all but 2 Dreads and all but 4 Cruisers (other ships no effect) Against: Players must exhaust planets with red tech spec
Checks and Balances law For: When choosing strategy give card to another player who has no cards yet Against: Each player must pass strategy cards to left
Class Struggle law For: When recieving TG from trade strategy add TG together and split them evenly to everyone that would get at least 1 TG, excess are lost Against: Each player loses 2 TG
Closing the Wormholes law For: Fleets may not move through wormholes Against: If player has fleet in wormholesystem, player must discard nonfighter ship from that system
Code of Honor law For: Players may not withdraw or retreat from battles Against: Discard this card
Colonial Redistribution   For: Player with most VP's (random if tied) must destroys all GF on planet player with fewest VP's may place 3 GF on that planet. Against: Discard this card
Colonization Licensing law For: Before executing planetary landing on neutral planet players must spend resources at least equal to value of the planet Against: All players must exhaust one planet for every three planets controlled outside HS if able
Compensated Disarmament   Elect planet: All GF on this planet are destroyed but owner gets 1 TG for each and retains control of planet
Conventions of War law For: Dreads and warsuns may not bombard planets that contain dock Against: Each player that voted against must discard one dock outside HS if able
Core Stability law For: During status phase all action cards are drawn face up and player with highest influence may choose cards first etc Against: No action cards are drawn this round
Cost Overruns   For: each player discards 1 TG for each planet if able Against: Discard this card
Council Elder   Elect player: player may discard this card when 'elect' agenda is drawn. Only his votes are counted.
Council's Censure law Elect player: Player must discard 2 CC(SA) in order to choose imperial next strategy phase
Crown of Thalnos   Elect player: Player's GF get +1
Defend the Jewel   For: Immediately place 1 Space Mine to Mecatol (not controlled by anyone) Against: Each player may place 1 Mine in HS (under his control)
Dispute Resolution   Elect 2 planets controlled by 2 players: Destroy all GF and PDS on both planets. Planets revert to neutral. Mecatol or HS can't be voted
Diversified Income Law For: No player may have more TG than total planets he control Against: Each player without TG recieve 3 TG
m   Elect player: Player gains 1 Tg from each opponent if able.
Emperor Law Elect player: Player gains 1 VP if he loses this card he loses 1VP
Enemy of the Throne Law Elect player: If player wins battle against this player attacker gains 2 TG 1 CC and 1 action card. Discard this card then.
Fighter Tax law For: Each fighter costs now 1 resource Against: each player must destroy 3 of his fighters
Fleet Regulations law For: No player may have more than 5 CC's in fleet supply Against: Each player gains 1 CC to Fleet supply
Fleet Restrictions law For: Players may not have more than 2 of single ship type in a system (including fighters) Against: For each system player has with more than 2 ships of same type owner must pay 1 TG or destroy all excess ships
Forbidden Research law Elect player: Player may not acquire any new techs next time tech strategy is activated. Then discard this card.
Forced Economic Independence law Elect 2 players: elected players may not have trade agreements with eachother if they already have they are broken.
Free Trade law For: Each time player gains TG from trade agreemets he gains 1 extra TG Against: All players must discard 2 TG from TG area if able
Glory of the Empire law For: From now on secret objectives give additional VP when filled Against: Each player already fulfilled secret gain 1 VP
Holder of Mecatol Rex   For: Player controlling Mecatol may choose and discard one law Against: Player controlling Mecatol may add 2 GF there
Holy Planet of Ixth Law Elect planet: Planet may not produce any unis for the rest of the game (HS planet cant be elected)
Hope's End Training Ground   For: Player controlling Hope's End may place 1 GF and 2 shocks there. Against: All shocks are reverted to GF.
Humane Labor law For: Production limit of space docks is lowered to 2. Against: No space dock may produce unist remainder of this round.
Imperial Academy law For: Logistics secondary cost only 2 influence Against: Discard this card
Imperial Containment   For: player(s) with most planets outside HS must discard 1 CC for each CC he places during remainder of round Against: Discard this card
Imperial Mandate   For: Each player gain 2 VP Against: Each player lose 1 VP
Imperial Peace law For: Players may not invade Mecatol Against: Mecatol is the only planet players may invade this round
Incentive Program law Elect objective: Each player completed this gains 1 VP and players in future gain also 1VP more  
Intergalactic Commerce   For: each wormhole gives 3 TG to its owner Against: Each trade contract value is reduced to 1 remainder of this round
Interstellar Arms Dealers   For: players may play 3 resources to recieve 1 destroyer and 1 dread in any friendly dock Against: cost of all (non fighter) ships is increased by 1 until end of round
Investigate Spatial Anomalies   For: Ion Storms and Nebulas no longer affect movement Against: No special systems may be entered for the remainder of this round
Labor Force Politics law For: Influence and resource of all planets are reversed. Against: Players can produce units only at one space dock remainder of this round
Limits to Individual Power law For: All players must discard down to 3 action cards. When ever player draws new cards discard down to three Against: All players must discard one random action card if able.
Mass Mobilization   For: Divide total votes for this agenda by 5. Each player may place that number of GF on his planets. Against: No player may purchase GF for the remainder of this round
Minister of Commerce Law Elect player: During status phase player gains 1 TG from each player he has at least 1 active trade agreement.
Minister of Exploration law Elect player: Player gets 1 TG each time another player succesfully executes planetary landing on neutral planet.
Minister of Internal Security law Elect player: Player may discard this card at any time to destroy up to 4 GF on Mecatol
Minister of Peace law Elect player: Player may discard this card at any time to cancel fleets movement into enemy system as long as he is not controller of either. System is still activated by attacker.
Minister of Policy law Elect player: During status phase player recieves one additional action card.
Minister of War law Elect player: Player may spend 1 CC(SA) to gain 1 automatic hit before first round of space battle hes participating.
Mutiny   For: Each player that voted for this agenda gain 1 VP Against: Each player that voted for this agenda loses 1 VP
Neutrality Pact law For: No player may activate planetless system containing enemy units unless he spends 3 influence Against: Each player must place CC from reinforcements onto unactivated system containing his spacedock
New Constitution   For: all current laws are discarded. Each player must exhaust 2 planets if able. Against: Player with highest influence may discard law of his choise
Non-Aggression Pact law For: First player to activate system containing enemy ships loses 1 VP and then discard this card Against: Draw top card of objective deck and place it face up in common play (if playing face up move turn marker once)
Official Sanction   Elect player: Player may not invade neutral or controlled planet remainder of the round
Open the Trade Routes   For: Each player gains 2 TG Against: This round and next status phase each player must give all Tgs he would get to left player
Planetary Conscription law For: when taking control of neutral planet gain 1 GF there Against: No player may execute planetary landing on neutral planet remainder of this round.
Planetary Security law For: non HS that are not garrisoned with at least 1 GF revert to neutral Against: Discard this card.
Political Focus law For: When player chooses political strategy he immediately gains 1 CC or 2 TG Against: Draw top card of political deck and resolve it immediately
Prophecy of Ixth   Elect player: Players fighters recieve +1. Discard this card if player doesnt buy at least 2 fighters each round.
Public Execution   Elect player: Player loses all action cards his planets are exhausted and units recieve -1 for the remainder of this round.
Recognize Accomplishments   Elect objective: Remove all counters from objective. Players that already fulfilled objective may fulfill it again. Players do not lose Vps
Redefining War Crimes law For: When firing PDS at opposing fleet terminate active trade agreements with target Against: Players may not use PDS this turn except to defend during invasion this turn
Regressive Rhetoric law For: cost of techs increase by 2. Players not executing 2ndary of tech may draw a action card instead. Against: All players must immediately discard one action card (if able)
Regulated Conscription law For: GF cost 1 each. Abilities that give GF give only half stated (round down) Against: Discard this card
Repeal   Elect current law: Discard it
Research Grant law For: All planets that provede tech credit provide it to all colors Against: no yellow techs may be acquired or purchased for the remainder of this round.
Resource Management law For: Players may not redistribute CC's during status phase Against: All players with 3 or more cards must immediately discard two cards
Revote   Elect current law: Revote on its agenda
Science Community Speaker law Elect player: player may execute 2ndary of tech without spending CC(SA) in addition cost to purchase techs in reduced by 1
Seed of an Empire   For: Player(s) with most VP gain 1 VP Against: Player(s) with fewest VP gain 1 VP
Sharing of a Technology law For: Each player that has at least one active trade agreement may acquire 1 tech from partner has (ignore prequisites) Against: All trade agreements are broken
Short Term Truce law For: No player may activate system containing enemy ships or invade any planet controlled by another next round. Any player may spend 10 influence at any time to discard this card. Against: Each player who voted against this agenda must exhaust one planet chosen by left opponent
Subsidized Industry   Elect player: player may place immediately 1 space dock on any of his controlled planets
Subsidized Studies law Elect tech color: Tech cost of this color is decreased by 3. Costs of all other techs increase by 2
Tech. Investigation Committee   For: No techs may be purchased this round Against: All players discard random action card. Then immediately draw 2 politicals and resolve them in order
Technological Jihad law For: Each time player gets tech roll die on 9-10 he must destroy one destroyer or cruiser. Against: Each player must exhaust 1 planet for each non starting tech advance he has.
Technology Buy-Back law For During status phase player may discard tech (no later techs that require it) for 6 TG Against: Players may not acquire or purchase techs this round
Technology Tariffs law For: All red techs cost +4 resources to purchase Against: Green techs cannont be acquired or purchased for the remainder of the round
The Crown of Emphidia (Law)   Elect player: Player gets 1 VP. If another wins invasion against this player he claims this card and 1VP. If player loses this card he loses 1VP
Trade Embargo   Elect player: All trade agreements with this player are broken nad no new may be formed with him this or next round
Trade War law For: Each time player executes 2ndary of trade he may also discard 1 TG from opponents TG area Against: Immediately discard 1 TG from all players TG areas
Traffic Tariffs law For: In order to activate system containing planet controlled by another player spend 1 TG or exhaust 1 planet Against: Each player must discard 1 CC(SA) if able
Unconventional Measures   For: Each player may draw one action card Against: All players must discard all action cards
Unconventional Weapons law For: Dreads and Warsuns recieve -2 on combat Against: All players must choose and exhaust one planet for each dread and warsun in play if able
War Funding law For : During action phase fleet size is not restricted. Discard excess ships at start of status phase. Against: Each player must discard 1 CC(FS)
Warship Commission   For: Each player may immediately build one dread unit for free at one dock Against: Cost of cruisers, dreads and war suns are increased by 2 for remainder of this round.
Veto Power law Elect player: Player may discard this card immediately fater one law is voted on. That law is discarded without effect.
Vorhal Peace Prize law For: Player(s) with lowest fleet supply gain 1 CC during status phase Against: Players(s) with lowest fleet supply gain immediately 3 TG
Wormhole Reconstruction law For: All systems containing wormholes are considered to all systems containing wormholes. Against: Discard this card
Wormhole Research   For: Roll die: 1-3: Every ship in a wormhole system is destroyed. 4-7: Each player controlling at least one wormhole gainst 2 TG. 8-10: each player voted for this gain one blue tech for which he has preqs Against: Wormholes may not be used for the remainder of this round
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