|
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 area
and 3
influence to claim an empty planet adjacent to a system you control. |
|
3 |
Assembly
II |
Assembly of Councilors
Draw
2 Political Cards and gain 2 Trade Goods. Then:
1)
Choose a player to resolve 1 Political Card from his hand.
2)
Give the Speaker Token to any player except the chosen player.
3)
Choose Representatives.
4)
Resolve Spies.
5)
Bargaining and Promissory Notes
6)
Resolve Voting & Outcome |
Rally Support
Spend 1
Command Counter from your Strategy Allocation area to gain 1 Action
Card Point and refresh 1 planet outside your Home System. |
|
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
III |
Merchants
and Mercenaries
Open trade
negotiations among all players. All players then receive Trade
Goods from active trade agreements (even if just acquired).
Then each
player pays 1 Trade Good to each of his Mercenaries or discards it.
Finally, you
may recruit 1 of the top 2 Mercenary Cards from the deck. |
Free Commerce
Spend 1
Command Counter from your Strategy Allocation area
to break a
trade agreement between any 2 other players and gain 1 Trade Good. |
|
6 |
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.
|
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) you control. This does not activate
the
destination system(s). |
|
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 |
SPECIAL
After
selecting this Strategy Card, reveal cards from the Objective deck
equal to the number of Bonus Counters on this card. |
|
Imperial Control
Receive 1
Command Counter from your reinforcements. Then, draw the top
two cards from the Objective deck. Place one faceup in the
common play area and the other on the top of the deck. 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
Political Card, gain 1 Trade Good, and gain Action Card Points equal
to the round number. |