Init |
Name |
Primary Ability |
Secondary Ability |
1 |
Leadership |
Take Charge
Receive 3
Command Counters from your reinforcements. You may then
immediately use this card's secondary ability. |
Masterful Tactician
Purchase
Command Counters at a rate of 1CC per 2 influence spent, to a maximum
of 3. |
2 |
Diplomacy
II |
Demilitarized
Zone
Choose a) or b):
a) Choose one
system containing a planet you control. Each opponent must
place one of his Command Counters into the system from his reinforcements.
b) Execute the
secondary ability of this card without paying a Command Counter or
any influence. |
Peaceful Annexation
Spend 1
Command Counter from your Strategy Allocation and 3 influence to
claim an empty planet adjacent to a system you control. |
3 |
Political
II |
The
Galactic Council
-
Take the Speaker token.
-
Draw three Action Cards.
-
Draw the top card from the Political deck and resolve it.
-
Draw the next three cards from the Political deck. Place one
card face down on top of the deck and the other two on the bottom of
the deck. |
Morale Boost
Spend 1
Command Counter from your Strategy Allocation area to refresh any
number of your Planet Cards with total combined resource and
influence of 6 or less. |
4 |
Production |
Tight Deadlines
Immediately
build units in one of your systems containing one or more friendly
Space Docks receiving 2 additional resources with which to
build even if you have activated this system already.
Building units here does not activate the system. |
Double Efforts
Spend 1
Command Counter from your Strategy Allocation area to immediately
build up to 3 units in one of your systems containing one or more
friendly Space docks, even if you have activated this system
already. Building units here does not activate the system. |
5 |
Trade
II |
Free Trade
Receive 3
Trade Goods or cancel up to 2 Trade Agreements (you may not cancel
Hacan Trade Agreements).
Then all
players receive Trade Goods from their active Trade Agreements.
Players who are not the active player receive 1 fewer total Trade Goods.
Finally, open
trade negotiations among all players. You must approve all new
trade agreements. |
6 |
Warfare
I |
Major Offensive
Flip one of
your Command Counters on the board. Units in this system are
now free to move. For all other intents and purpoes, the system is
still considered activated. |
Reinforce
Spend 1
Command Counter from your Strategy Allocation area to move up to two
of your ships from unactivated systems into any adjacent system(s)
with no enemy units. This does not activate the destination system(s). |
Warfare
II |
High Alert
Place the High
Alert token in a system. Your ships in the system with the
token gain +1 movement and +1 on all combat rolls. If you move
any ships from this system, you may move the token with them.
Remove the token from the board at the start of the next Status Phase.
|
7 |
Technology
II |
Technological
Focus
Receive one
Technology advance. You may then buy a second Technology
advance at the cost of 8 resources. You must have the necessary
prerequisites for each Technology. |
Advanced Development
Spend 1
Command Counter from your Strategy Allocation area and 6 resources to
receive one Technology advance for which you have the necessary prerequisites. |
8 |
Bureaucracy
II |
SPECIAL
After
selecting this Strategy Card, remove Red Tape counters equal to the
number of Bonus Counters on this card. |
Imperial Control
Receive 1
Command Counter from your reinforcements. Then, remove one Red
Tape counter from the Public Objective of your choice. You may
not choose a Stage II Objective in the first three rounds. You
may then immediately claim one Public Objective for which you qualify. |
New Agendas
Spend 1
Command Counter from your Strategy Allocation area to draw one Action Card. |