Key abilities

The Tribunii

During setup, choose an unplayed faction from among the Mentak, the Xxcha, and the Argent Flight; take that faction's home system, command tokens, and control markers. Additionally, take the Keleres Hero that corresponds to that faction.

Twilight Codex Volume III: Vigil · p. 18
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Council Patronage

Replenish your commodities at the start of the strategy phase, then gain 1 trade good.

Twilight Codex Volume III: Vigil · p. 18
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Law's Order

You may spend 1 influence at the start of your turn to treat all laws as blank until the end of your turn.

Twilight Codex Volume III: Vigil · p. 18
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Starting setup

  • Commodities2
  • Home SystemVariable: Argent Flight, Xxcha Kingdom, or Mentak Coalition home system
  • Home PlanetsVariable according to chosen Tribunii faction
  • Starting TechnologiesChoose 2 non-faction technologies owned by other players
  • Starting Units{'name': 'Infantry', 'quantity': 2}, {'name': 'Carrier', 'quantity': 2}, {'name': 'Fighter', 'quantity': 2}, {'name': 'Cruiser', 'quantity': 1}, {'name': 'Space Dock', 'quantity': 1}

Official Components

  • Agent: Xander Alexin Victori III · At any time: You may exhaust this card to allow any player to spend commodities as if they were trade goods.
    Twilight Codex Volume III: Vigil · p. 16
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  • Commander: Suffi An · After you perform a component action, you may perform an additional action. Unlock: Spend 1 trade good after you play an action card that has a component action.
    Twilight Codex Volume III: Vigil · p. 16
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  • Commodity: 2 · Commodities
    Twilight Codex Volume III: Vigil · p. 20
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  • Faction technology: Agency Supply Network · Whenever you resolve one of your PRODUCTION abilities, you may resolve an additional one of your PRODUCTION abilities in any system; the additional use does not trigger this ability.
    Twilight Codex Volume III: Vigil · p. 16
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  • Faction technology: I.I.H.Q. Modernization · You are neighbors with all players that have units or control planets in or adjacent to the Mecatol Rex system. Gain the Custodia Vigilia planet card and its legendary planet ability card. You cannot lose these cards, and this card cannot have an X or Y assimilator token placed on it.
    Twilight Codex Volume III: Vigil · p. 16
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  • Flagship: Artemiris · Other players must spend 2 influence to activate the system that contains this ship. Sustain Damage. Cost 8; Combat 7; Move 1; Capacity 6.
    Twilight Codex Volume III: Vigil · p. 18
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  • Hero: Overwing Zeta / Artemis Ascendant · At the start of a round of space combat in a system that contains a planet you control: Place your flagship and up to a total of 2 cruisers and/or destroyers from your reinforcements in the active system. Then, purge this card.
    Twilight Codex Volume III: Vigil · p. 17
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  • Hero: Operation Archon / Witching Hour · After an agenda is revealed: You may cast up to 6 additional votes on this agenda. Predict aloud an outcome of this agenda. For each player that votes for another outcome, gain 1 trade good and 1 command token. Then, purge this card.
    Twilight Codex Volume III: Vigil · p. 17
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  • Hero: Erwan's Covenant / The Winds of Change · ACTION: Reveal cards from the action card deck until you reveal 3 action cards that have component actions. Draw those cards and shuffle the rest back into the action card deck. Then, purge this card.
    Twilight Codex Volume III: Vigil · p. 17
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  • Mech: Omniopiares · Other players must spend 1 influence to commit ground forces to the planet that contains this unit. Sustain Damage. Cost 2; Combat 6.
    Twilight Codex Volume III: Vigil · p. 16
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  • Promissory note: Keleres Rider · After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, draw 1 action card and gain 2 trade goods. Then, return this card to the Keleres player.
    Twilight Codex Volume III: Vigil · p. 17
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  • Special Mechanic: Custodia Vigilia · Legendary planet card and ability card associated with Keleres faction technology.
    Twilight Codex Volume III: Vigil · p. 17
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  • Starting technology: Choose 2 non-faction technologies owned by other players · Starting technology instruction
    Twilight Codex Volume III: Vigil · p. 19
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  • Starting unit: 2 Infantry
    Twilight Codex Volume III: Vigil · p. 19
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  • Starting unit: 2 Carriers
    Twilight Codex Volume III: Vigil · p. 19
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  • Starting unit: 2 Fighters
    Twilight Codex Volume III: Vigil · p. 19
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  • Starting unit: 1 Cruiser
    Twilight Codex Volume III: Vigil · p. 19
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  • Starting unit: 1 Space Dock
    Twilight Codex Volume III: Vigil · p. 19
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  • Hero: Overwing Zeta · At the start of a round of space combat in a system that contains a planet you control: Place your flagship and up to a total of 2 cruisers and/or destroyers from your reinforcements in the active system. Then, purge this card.
    Twilight Codex Volume III: Vigil · p. 17
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  • Hero: Operation Archon · After an agenda is revealed: You may cast up to 6 additional votes on this agenda. Predict aloud an outcome of this agenda. For each player that votes for another outcome, gain 1 trade good and 1 command token. Then, purge this card.
    Twilight Codex Volume III: Vigil · p. 17
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  • Hero: Erwan's Covenant · ACTION: Reveal cards from the action card deck until you reveal 3 action cards that have component actions. Draw those cards and shuffle the rest back into the action card deck. Then, purge this card.
    Twilight Codex Volume III: Vigil · p. 17
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Source references

  • Faction identity located in the supplied official source; component fields require the faction sheet or a clean official component reference. Twilight Codex Volume III: Vigil · p. 18
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Strategy

STRATEGY / ANALYSIS

Strategy analysis is not yet published.

Strategy research has not been populated yet.