| |
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 |