Official rule text
99.1 STEP 1—The active player removes any one of their command tokens from the game board. Then, that player gains that RELATED TOPICS: Adjacency, Movement, Neighbors, System command token by placing it in a pool of their choice on their Tiles, Wormhole Nexus command sheet. INDEX This index refers to paragraph numbers instead of page numbers. The number listed after each entry corresponds to a paragraph number in the glossary. The relevant information for that entry can be found in the paragraph sharing that number or in a bullet point following that paragraph. A ready planets, 8.4 commanders, 51.5 destroyed, 31.0 passing, 3.4 abilities, 1.0 resolving, 8.2–8.4 “Alliance”, 51.8 assigning hits, 31.1 frontier tokens, 38.0 action card, 2.6 revealing agenda, 8.2 leaders fleet pool limitation, 37.3 exploration, 35.4 “action” effects, 1.5 second agenda, 8.3 “Alliance”, 51.8 gravity rift, 41.2 placement, 38.1 “after” effects, 1.14 skipped during early game, 8.1 sharing abilities, 51.8 ground combat, 42.2 G agenda card, 1.24 voting, 8.5–8.16 unlocking, 51.6 objectives, 61.9 game board, 39.0 “cannot” effects, 1.6 agents, 51.3 command sheet, 19.0 PDS, 63.4 Ghosts of Creuss, 39.1 commander sharing, 51.8 resolving, 51.4 command tokens, 19.1 planet control Mecatol Rex, 54.0 complete resolution, 1.9, 1.10 “Alliance” promissory note, 51.8 fleet pool, 37.0 space cannon defense, 77.8 game end, 61.15 component action, 1.5 anomalies, 9.0 placement, 19.3 space cannon offense, 77.5 game round, 40.0 cost, 1.11, 1.12 asteroid field, 11.0 trade goods, 19.2 space dock, 79.4 action phase, 3.0 objectives, 61.10 becoming, 9.4 command tokens, 20.0 structures agenda phase, 8.0 deploy, 30.0 gravity rift, 41.0 command sheet, 19.0 planet control, 49.5 strategy phase, 84.0 “end of turn” effects, 40.3 multiple, 41.4 gaining, 20.2, 20.3 sustain damage, 87.5 golden rules, 1.1, 1.2 faction abilities, 1.25 multiple in a system, 9.5 limitation, 20.3 vs. removed, 31.2 gravity rift, 41.0 hyperlanes, 44.2 nebula, 59.0 placement, 20.1 dice multiple, 41.4 legendary planets, 53.3 supernova, 86.0 redistributing, 81.5 anti-fighter barrage roll, 10.1 removing ships, 41.2 mandatory, 1.8 types, 9.2, 9.3 removing command tokens, 81.4 bombardment roll, 15.1 ship movement, 41.1 movement, 58.8, 58.9 with planets, 9.2 strategic action, 20.5 combat roll transported units, 41.2 opponent, 62.1 anti-fighter barrage, 10.0 system activation, 5.1 ground combat, 42.1 ground combat, 42.0 partial resolution, 1.9 anti-fighter barrage roll, 10.1 tactical action, 20.4 component limitations, 23.1 assign hits, 42.2 promissory notes, 69.1–69.3 assigning hits, 10.2 transporting, 95.3 rerolls, 74.0 attacker, 13.0 purge, 70.0 rerolls, 10.1 commodities, 21.0 multiple rerolls, 74.2 combat roll, 42.1 relic fragments, 73.1 resolving, 10.1, 10.2 converting, 21.5, 21.6 reroll results, 74.1 defender, 29.0 relics, 73.3 values, 10.1 faction sheet, 21.2 reroll timing, 74.3 destroying units, 42.2 rules precedence, 1.1, 1.2 Arborec replenishing, 21.3, 21.4 space cannon roll ending, 42.4 “this system or planet” effects, 1.27 space docks, 68.1 spending, 21.7 space cannon defense, 77.7 control, 49.5 timing, 1.13 asteroid field, 11.0 tokens, 21.1 space cannon offense, 77.3 opponent, 62.0 unit abilities, 1.10 ship movement, 11.1 “Trade” strategy card, 92.3 “Diplomacy” strategy card, 32.0 resolving, 42.1, 42.2 anti-fighter barrage, 10.0 attach, 12.0 transaction, 21.5 primary ability, 32.1, 32.2 roll dice, 42.1 bombardment, 15.0 attaching a card, 12.1 component action, 22.0 resolving, 32.2 units remaining planetary shield, 65.0 changing control, 12.2 complete resolution, 22.3 secondary ability both players, 42.3 space cannon, 77.0 exploration, 35.8 resolving, 22.2, 22.3 resolving, 32.3 neither player, 42.4 sustain damage, 87.0 tokens, 12.3 component limitations, 23.0 directives, 7.7, 7.8 one player, 42.4 unlocking attacker, 13.0 cards, 23.5 resolving, 7.8 ground forces, 43.0 commanders, 51.6 attribute dice, 23.1 E committing ground forces, 49.2 heroes, 51.10 capacity, 16.0 tokens, 23.2 edge, 39.2 infantry, 46.0 “when” effects, 1.15, 1.16 combat, 18.0 units, 23.4 wormhole nexus, 100.1 capture, 17.3 action cards, 2.0 cost, 26.0 “Construction” strategy card, 24.0 elimination, 33.0 limitations, 43.3 canceling, 2.8 move, 57.0 primary ability, 24.1, 24.2 conditions for elimination, 33.1 mechs, 55.0 component action, 22.1 B resolving, 24.2 faction components, 33.10 capture, 17.1 drawing, 2.1–2.3 blockade secondary ability, 24.3 player’s components, 33.2–33.7 producing, 55.2 hand size, 2.4 capture, 14.2 resolving, 24.3 reducing player count, 33.9 setup, 50.2 hidden, 2.5 blockaded, 14.0 structure placement, 24.4 speaker, 33.8 placement, 43.1, 43.2 multiple at same time, 1.19, 1.20 bombardment, 15.0 control Valefar Assimilator, 90.18 legendary planets, 53.2 H playing, 2.7 assigning hits, 15.2 ending the game hazardous planet, 64.3 “action” effects bombardment roll, 15.1 planets, 25.0 cannot reveal objective, 61.15 heroes component action, 22.1 “Harrow” ability, 15.1 exploration, 35.1 end of game, 98.7, 98.8 purge, 51.12 action phase, 3.0 multiple planets, 15.1 gaining control, 25.1, 25.2 exhausted, 34.0 unlocking, 51.10 active player, 4.1 planetary shield, 65.0 indicating control, 25.3 exhausting cards, 34.1 hyperlanes, 44.0 component action, 22.0 rerolls, 15.1 losing control, 25.5–25.7 planet cards, 64.7 adjacency, 44.1 initiative order, 48.0 resolving, 15.1, 15.2 player structures, 49.5 readying cards, 34.2 game effects, 44.2 movement, 58.0 values, 15.1 control tokens spending influence, 34.3 system tiles, 44.2 passing, 3.2–3.5 planets without units, 25.4 spending resources, 34.3 C I player turns, 3.0 public objectives, 61.12 strategy cards, 34.5 cancel “Imperial” strategy card, 45.0 strategic action, 82.0 secret objective, 61.18 exploration, 35.0 action cards, 2.8 resolving, 45.2 tactical action, 89.0 victory point track, 98.3 attach, 35.8 capacity, 16.0 secondary ability, 45.3 turn order, 3.0 cost drawing cards, 35.2 excess units, 16.3 secret objective limitation, 45.4 actions abilities, 1.11 frontier tokens, 35.4–35.6 limitations, 16.2 industrial planet, 64.3 component action, 22.0 exhausting, 34.4 multiple times, 35.3 transport, 16.1 infantry, 43.0 strategic action, 82.0 objectives, 61.10 relic fragments, 35.9 capture, 17.0 capture, 17.3 tactical action, 89.0 attribute, 26.0 relics, 73.1 blockade, 14.2 infantry tokens, 46.0 activation, 89.1 fighters, 67.2 resolving cards, 35.7–35.9 fighter or infantry, 17.3, 17.4 infantry tokens, 46.0 active player, 4.0 ground forces, 67.2 exploration cards mechs and non-fighter, 17.1, 17.2 influence, 47.0 active system, 5.0 producing units, 67.1 resolving, 35.7 return, 17.1, 17.2 spending influence, 47.2 activation, 5.1–5.3 purge, 70.0 cards F custodians token, 27.2 duration, 5.4 structures, 26.3 action cards, 2.0 faction components, 33.10 objectives, 61.10 adjacency, 6.0 cultural planet, 64.3 agenda card, 7.0 leader sheets, 50.0 voting, 8.6 hyperlanes, 6.4 custodians token, 27.0 exploration cards, 35.2 faction sheets spending trade goods, 47.3 neighbors, 60.0 invasion, 27.2 resolving, 35.7 capacity, 16.0 value, 47.1 system adjacency, 6.0 movement, 27.1 leader cards, 51.0 combat, 18.0 initiative order, 48.0 unit and planet adjacency, 6.2 placement, 54.1 objective cards, 61.0 commodities, 21.2 Naalu, 48.1 wormhole, 6.1 removing, 27.2, 27.3 planet cards, 64.6 component action, 22.1 invasion, 49.0 agenda cards, 7.0 victory point, 27.3 promissory notes, 69.0 cost, 26.0 bombardment, 15.0 agenda phase, 8.0 relic cards, 73.2 D move, 57.0 directives, 7.7, 7.8 resolving, 49.1, 49.2 strategy cards, 83.0 damaged units, 87.0–87.2 white arrows, 97.3 resolving, 7.8 commit ground forces, 49.2 construction, 24.0 “Dark Energy Tap”, 35.4 fighters laws, 7.2–7.6 establish control, 49.5 diplomacy, 32.0 deals, 28.0 capture, 17.3, 17.4 attach, 12.0 ground combat, 42.0 leadership, 52.0 binding, 28.3 fighter tokens, 36.0 ownership, 7.4 resolving, 42.1 technology cards, 90.0 including transactions, 28.1 fighter tokens, 36.0 resolving “Against” outcomes, 7.6 resolving, 49.1–49.5 casting votes, 8.6–8.17 non-binding, 28.4 fleet pool, 37.0 resolving “For” outcomes, 7.3 space cannon defense, 77.6 combat timing, 28.1 command sheet, 19.0 outcomes, 8.17 resolving, 77.7, 77.8 attacker, 13.0 decks command token placement, 37.2 resolving, 8.2 attribute, 18.0 depleted, 23.5 non-fighter ship limitation, 37.1 L types, 7.1 burst icons, 18.2 exploration, 35.2 laws, 7.2–7.6 removing ships, 37.3 voting, 8.5 defender, 29.0 relics, 73.2 attach, 12.0 spending command tokens, 37.4 agenda phase, 8.0 ground combat, 42.0 defender, 29.0 effects after discarding, 7.5 four-player game added to game round, 27.4 opponent, 62.0 deploy, 30.0 ownership, 7.4 choosing strategy cards, 84.1 first agenda, 8.2 space combat, 78.0 timing, 30.3 resolving “Against” outcomes, 7.6 initiative order, 48.3 resolving elections, 7.3 planetary shield, 65.0 returned strategy pool traits, 64.3 resolving “For” outcomes, 7.3 “Harrow” ability, 65.2 captured units, 17.4 command sheet, 19.0 transactions, 94.0 leaders, 51.0 war suns, 65.3 rolls structures, 85.0 after passing, 3.3 agents, 51.3 X-89 Bacterial Weapon, 65.1 anti-fighter barrage roll, 10.1 movement, 85.3 deals, 28.0 resolving, 51.4 planet card, 64.6 bombardment rolls, 15.1 PDS, 63.0 neighbors, 94.2 commanders, 51.5 attach, 12.1, 12.2 combat roll acquiring, 63.4 resolving, 94.2–94.5 sharing abilities, 51.8 control, 64.6 ground combat, 42.1 number per planet, 85.5 timing, 94.1 unlocking, 51.6 exhausted, 64.7 space combat, 77.7 placement, 63.4 transport, 95.0 heroes readied, 64.7 space cannon roll wormholes, 101.2 capacity, 16.1 purge, 51.12 planets, 64.0 space cannon offense, 77.3 placement, 85.1 command tokens, 95.3 unlocking, 51.10 in anomalies, 9.2 space cannon rolls placement limits, 85.6 gravity rift, 41.2 setup, 50.1 influence, 64.2 space cannon defense, 77.7 space dock, 79.0 invasion, 95.4 leader sheets, 50.0 spending, 64.8 round, 40.0 acquiring, 79.2 mechs, 55.1 “Leadership” strategy card, 52.0 legendary planets, 53.0 S number per planet, 85.4 movement, 95.1 command token placement, 52.4 abilities, 53.3 secondary ability, 83.7 placement, 79.3 resolving, 95.1, 95.2 primary ability, 52.1, 52.2 control, 53.2 secret objectives, 61.17 supernova, 86.0 transporting resolving, 52.2 purge, 53.4 gaining, 61.20 ship movement, 86.1 turns, 3.0 secondary ability, 52.3 resource, 64.1 limitation, 45.4 sustain damage, 87.0 initiative order, 48.0 legendary planets, 53.0 resources, 75.0 scoring, 61.18, 61.19 cancelling hits, 87.1 U abilities, 53.3 spending, 64.9 setup, page 4 damaged unit, 87.1–87.3 unit abilities control, 53.2 technology specialty, 64.4 mechs, 50.2 destroyed, 87.5 anti-fighter barrage, 10.0 purge, 53.4 traits, 64.3 placing frontier tokens, 38.1 resolving, 87.1 bombardment, 15.0 locked abilities player turns, 3.0 placing leaders, 50.1 timing, 87.4 planetary shield, 65.0 unlocking initiative order, 48.0 wormhole nexus, 100.1 system tiles, 88.0 space cannon, 77.0 commanders, 51.6 “Politics” strategy card, 66.0 ships, 76.0 activation, 89.1 sustain damage, 87.0 heroes, 51.10 primary ability, 66.1, 66.2 attributes, 76.3 anomalies, 9.0 units, 96.0 M resolving, 66.2 capture, 17.1, 17.2 asteroid fields, 9.0 damaged, 87.0–87.2 “may” effects, 1.7 secondary ability, 66.3 number per system, 76.2 gravity rifts, 9.0 ground forces, 43.0 Mecatol Rex, 54.0 resolving, 66.3 placement, 76.1 nebula, 9.0 mechs, 55.0 mechs, 55.0 predictions, 8.22 space cannon, 77.0 supernova, 9.0 PDS, 63.0 capture, 17.1, 17.2 prerequisites, 90.8 PDS, 63.1 edge, 39.2 acquiring, 63.4 deploy, 55.3 primary ability, 45.1, 45.2 space cannon defense, 77.6 edges, 39.2 number per planet, 85.5 producing, 55.2 producing units, 67.0 assigning hits, 77.8 game board, 39.0 placement, 63.4 setup, 50.2 blockaded space docks, 67.6 resolving, 77.7 hyperlanes, 44.2 wormholes, 101.2 modifiers, 56.0 capture, 17.5 value, 77.7 identifying, 88.1–88.4 producing, 67.0 movement cost, 67.1 space cannon offense, 77.2 planets, 64.0 repairing, 81.7 gravity rift, 41.1 fighters, 67.2 assigning hits, 77.5 wormhole nexus, 100.0 ships, 76.0 nebula, 59.0 ground forces, 67.2 resolving, 77.3, 77.4 T number per system, 76.2 notation, 56.1, 56.2 mechs, 55.2 space cannon roll, 77.3 tactical action, 89.0 placement, 76.1 space combat placement, 67.3, 67.4 value, 77.3 invasion, 49.0 space dock, 79.0 nebula, 59.3 reinforcement limitations, 67.5 space cannon defense movement, 58.2 acquiring, 79.2 movement, 58.0 production, 68.0 space cannon roll, 77.7 production, 68.0 number per planet, 85.4 ability movement, 58.8, 58.9 Arborec, 68.1 space cannon offense resolving, 89.1–89.6 placement, 79.3 tactical action movement, 58.2 blockaded, 14.1 space combat, 78.0 space cannon offense, 77.2 types, 96.1 restrictions, 58.4 unit placement, 68.2–68.4 announce retreats, 78.4 space combat, 78.0 unit upgrades, 97.0 transport, 95.1 value, 68.1 anti-fighter barrage, 77.8 tactic pool capacity, 16.0 promissorry notes assigning hits, 78.6 command sheet, 19.0 combat, 18.0 N promissory notes, 69.0 Naalu attacker, 13.0 technology cards, 90.0 cost, 26.0 “Alliance”, 51.8 defender, 29.0 capacity, 16.0 effects, 97.4 initiative order, 48.1 player elimination, 69.7 nebula, 59.0 opponent, 62.0 colors, 90.7 move, 57.0 resolving, 69.1–69.3 resolving, 78.3–78.7 combat, 18.0 Nekro Virus, 97.1 defender, 29.0 sharing commanders, 51.8 ship movement, 59.1, 59.2 retreat, 78.7 component action, 22.1 placement, 97.2 transactions, 69.4–69.6 roll dice, 78.5 cost, 26.0 white arrows, 97.3 neighbors, 60.0 public objectives, 61.11 Ghosts of Creuss, 60.3 space dock, 79.0 gaining cards, 90.3–90.5 unlocking cannot reveal, 61.15 acquiring, 79.2 mechs (not), 55.4 commanders, 51.6 wormholes, 60.2 home system control, 61.16 Nekro Virus number per planet, 85.4 move, 57.0 heroes, 51.10 organization, 61.13 placement, 79.3 owning cards, 90.1, 90.2 Valefar Assimilator, 90.16 revealing, 61.14 V “Production” ability, 79.1 prerequisites, 90.8 Valefar Assimilator, 90.16–90.22 O scoring, 61.12 speaker, 80.0 researching technology, 90.9–90.12 victory points, 98.0 objective cards, 61.0 purge, 70.0 elimination, 33.8 technology specialties, 90.10–90.12 custodians token, 27.3 public objectives, 61.11 heroes, 51.12 public objective unit upgrades, 90.6 fewest, 98.5 cannot reveal, 61.15 legendary planets, 53.4 cannot reveal, 61.16 Valefar Assimilator, 90.16–90.22 gaining victory points, 98.4 home system control, 61.16 R organization, 61.13 “Technology” strategy card, 91.0 laws, 98.6 organization, 61.13–61.15 readied, 71.0 revealing, 61.14 primary ability, 91.1, 91.2 most, 98.5 revealing, 61.14 agents, 51.4 ties during a vote, 8.19 resolving, 91.2 objective cards, 61.2 scoring, 61.12 legendary planets, 53.2 status phase secondary ability, 91.3 victory point track, 98.2 requirements, 61.4 readying cards, 71.5 draw action cards, 81.3 resolving, 91.3 voting, 8.5 scoring readying cards gaining command tokens, 81.5 three-player game abstaining, 8.14 general, 61.5–61.8 reinforcements, 72.0 ready cards, 81.6 choosing strategy cards, 84.1 casting additional votes, 8.15 limitations, 61.6–61.8 command tokens, 20.0 redistributing command tokens, 81.5 initiative order, 48.3 declaring outcome, 8.12 public objectives, 61.12 component limitation, 20.3 remove command tokens, 81.4 passing, 3.4 exhausting planets, 8.6 secret objectives, 61.18, 61.19 deploy, 30.2 repair units, 81.7 tokens prevented from voting, 8.16 secret objectives, 61.17 units, 96.3 resolving, 81.1–81.8 command tokens, 20.0 ties, 8.19 gaining, 61.20, 61.21 relic fragment return strategy cards, 81.8 commodity tokens, 21.0 trade goods, 8.13 limitation, 45.4 abilities, 73.1 reveal public objective, 81.2 control tokens voting for elections, 8.9–8.11 timing, 61.3 relic fragments score objective, 81.1 planets without units, 25.4 voting for outcomes, 8.7, 8.8 types, 61.1 transactions, 73.1 strategic action, 82.0 public objectives, 61.12 victory points, 61.2 relics, 73.0 primary ability, 82.0 W secret objective, 61.18 opponent, 62.0 abilities, 73.3 resolving strategy card, 82.3, 82.4 “Warfare” strategy card, 99.0 victory point track, 98.3 outcomes, 8.17 exploration, 35.9 secondary ability, 82.1 command tokens, 99.1 custodians token, 27.0 predictions, 8.22 fragment abilities, 73.1 strategy cards, 83.0 primary ability, 99.1 fighter tokens, 36.0 resolving, 8.18 gaining, 73.2 choosing, 33.9 resolving, 99.1, 99.2 infantry tokens, 46.0 ties, 8.19 transactions, 73.4 “Construction” card, 24.0 redistributing command tokens, 99.2 spending P removed vs. destroyed, 31.2 “Diplomacy” card, 32.0 secondary ability, 99.3 objectives, 61.10 passing repair, 81.7 exhausted, 83.2 resolving, 99.3 trade good tokens, 93.0 action phase, 3.2–3.5 replenish commodities, 21.3, 21.4 “Imperial” card, 45.0 “when” effects, 1.15, 1.16 trade goods, 93.0 PDS, 63.0 reroll initiative numbers, 83.5, 83.6 white arrows, 97.3 command sheet, 19.0 acquiring, 63.2 multiple rerolls, 74.2 “Leadership” card, 52.0 winning the game, 98.7, 98.8 converting, 21.5, 21.6 “Construction” strategy card, 63.2 timing, 74.3 placement, 83.8 cannot reveal objective, 61.15 gaining, 93.2 number per planet, 85.5 rerolls, 74.0 “Politics” card, 66.0 wormhole nexus, 100.0 spending, 93.3, 93.4 placement, 63.3 results, 74.1 primary abilities, 83.7 activating, 100.2 strategy phase, 84.2 wormholes, 101.2 researching technology, 90.9–90.12 readied, 83.2 active vs. inactive, 100.1 tokens, 93.1 phases technology specialties, 90.10–90.12 secondary abilities, 83.7 wormholes, 101.0 transaction, 93.5 action phase, 3.0 resources, 75.0 “Technology” card, 91.0 Ghosts of Creuss “Trade” strategy card, 92.0 agenda phase, 8.0 spending resources “Trade” card, 92.0 neighbors, 60.3 gaining trade goods, 92.2 status phase, 81.0 objectives, 61.10 “Warfare” card, 99.0 neighbors, 60.2 primary ability, 92.1 strategy phase, 84.0 spending trade goods, 75.3 strategy phase, 84.0 PDS, 101.2 resolving, 92.2–92.4 placing units retreat, 78.7 choosing strategy cards, 33.9 types, 101.1 replenishing commodities, 92.3 deploy, 30.0–30.2 return placing trade goods, 84.2 advanced, 101.4 secondary ability, 92.5 producing, 67.3 captured units, 17.1, 17.2 resolving, 84.1, 84.2 wormhole nexus, 100.0 resolving, 92.5 ERRATA POLITICAL FAVOR The text of the Xxcha promissory note “Political Favor” should read This section contains errata for game components. as follows: “When an agenda is revealed: Remove 1 token from the Xxcha player’s strategy pool and return it to their reinforcements. BRIBERY Then, discard the revealed agenda and reveal 1 agenda from the top The text of the action card “Bribery” should read as follows: “After of the deck. Players vote on this agenda instead. Then, return this the speaker votes on an agenda: Spend any number of trade goods. For card to the Xxcha player.” each trade good spent, cast 1 additional vote for the outcome on which you voted.” UNSTABLE PLANET The text of the “Unstable Planet” action card should read as follows: DEVOTION “Action: Choose 1 hazardous planet. Exhaust that planet and destroy The text of the Yin Brotherhood’s “Devotion” faction ability should up to 3 infantry on it.” read as follows: “After each space battle round, you may destroy 1 of your cruisers or destroyers in the active system to produce 1 hit VETO and assign it to 1 of your opponent’s ships in that system.” The text of the “Veto” action card should read as follows: “When an agenda is revealed: Discard that agenda and reveal 1 agenda from the DIPLOMACY top of the deck. Players vote on this agenda instead.” The text of the “Diplomacy” strategy card’s primary ability should read as follows: “Choose 1 system other than the Mecatol Rex system that contains a planet you control; each other player places a command token from their reinforcements in that system. Then, FAQ ready up to 2 exhausted planets you control.” This section contains answers to frequently asked questions. The text of the “Diplomacy” strategy card’s secondary ability GENERAL should read as follows: “Spend 1 token from your strategy pool to Q: Are the “0” faces of the ten-sided dice included with the game ready up to 2 exhausted planets you control.” intended to represent the result of a “10”? A: Yes, the “0” face is a “10” result. DIRECT HIT The text of the “Direct Hit” action card should read as follows: Q: How should a space combat be resolved if it is mathematically “After another player’s ship uses ‘Sustain Damage’ to cancel a hit impossible for either side to win—for example, certain produced by your units or abilities: Destroy that ship.” configurations of ships using the “Non-Euclidean Shielding” and “Duranium Armor” technologies in concert? HARROW A: If neither side has the potential to win, the attacker must retreat. The text of the L1Z1X’s “Harrow” faction ability should read as If they cannot retreat, their units in the combat are destroyed. follows: “At the end of each round of ground combat, your ships in the active system may use their bombardment abilities against your opponent’s ground forces on the planet.” Q: Can fighters block ship movement? A: Yes, fighters can block ship movement (this was added as a HEGEMONIC TRADE POLICY correction in the Living Rules Reference version 1.1). The text of the Winnu faction technology “Hegemonic Trade Policy” should read as follows: “Exhaust this card when 1 or more Q: Does each unit participating in “Bombardment” or “Space of your units use ‘Production;’ swap the resource and influence Cannon” roll an additional die for the “Plasma Scoring” values of 1 planet you control during that use of ‘Production.’” technology? A: No. “Plasma Scoring” only grants one additional die for each HYPER METABOLISM “Bombardment” or “Space Cannon” roll, and the unit benefiting The text of the “Hyper Metabolism” technology should read as follows: from this technology must be decided before rolling. “During the status phase, gain 3 command tokens instead of 2.” Q: Does “Planetary Shield” prevent the use of “X-89 Bacterial MATRIARCH Weapon”? The text of the Naalu flagship “Matriarch” should read as follows: A: No. “X-89 Bacterial Weapon” is not part of bombardment, so it “During an invasion in this system, you may commit fighters to is not prevented by “Planetary Shield.” planets as if they were ground forces. When combat ends, return those units to the space area.” Q: Can units be picked up and transported off of planets when using Q: Does the “Political Secret” promissory note disable passive/ abilities that move ships, such as the “Skilled Retreat” action card mandatory faction abilities, such as the Barony of Letnev’s or “Foresight” faction ability? “Armada” faction ability, when it is used against that player? A: Yes. Any effect that moves a ship allows that ship to transport A: No. The “Political Secret” promissory note only prevents the use units in its system, if it has available capacity. of faction abilities that a player must choose to use. Q: Can you intentionally reveal hidden information to another Q: Does the “Political Secret” promissory note prevent a player player, such as an action card from your hand or your secret from using faction-specific technology? objective? A: No. The “Political Secret” promissory note does not prevent a A: Yes. This information is kept hidden by default, but it is player from using faction-specific technology, nor does it prevent permissible to reveal it to another player or players as a strategic the use of other abilities, such as those from agendas that a player option. might own. Q: What happens to infantry that would be placed on a planet in Q: Can the “Turn Their Fleets to Dust” objective be fulfilled by any player’s home system by the effect of the “Infantry II” unit using a “Direct Hit” action card or by destroying a unit with upgrade technology if that player does not own any planets in their capacity and allowing transported fighters to be removed as a home system? result? A: When those infantry would be placed on a home planet, they are A: No. In both situations, the “Space Cannon” ability did not returned to that player’s reinforcements instead. destroy the last ship in the system, so the objective is not fulfilled. Q: Can a card (such as a promissory note) with a specified timing Q: If a player has multiple planets with PDS that are being invaded of a certain window that is acquired from a transaction during that in a single system, does the “Plasma Scoring” technology add one window be played immediately? die to each planet’s space cannon roll or for only one planet’s space A: Yes. For example, a promissory note with “At the start of your cannon roll? turn:” timing may be immediately played if the transaction occurred A: The “Plasma Scoring” technology adds one die for each space within the “start of turn” timing window. planet’s “Space Cannon” roll. Q: When the player resolving the “Trade” strategy card selects another player to resolve the “Trade” secondary ability for free, PRODUCTION Q: When an ability other than “Production” allows you to produce does the player resolving the effect for free do so during the one or more units, do you have to pay for the units produced? execution of the primary ability or the secondary ability? A: Yes, a unit that is produced must always be paid for. A: They must resolve this effect during the resolution of the secondary ability as normal, but they do not have to spend a command token to do so. Q: When producing a unit with an ability other than “Production,” does the price reduction from the “Sarween Tools” technology apply? Q: If a player would refresh their commodities but already has the A: No, “Sarween Tools” is only used with the “Production” ability. maximum amount, can another player still play that player’s “Trade Agreement” promissory note against them? AGENDAS A: Yes. Even if that player gains zero commodities when their Q: When a “Research Team” agenda that is attached to a planet is commodities are refreshed, their “Trade Agreement” may still be used to ignore a prerequisite, is the planet exhausted? played against them. A: No. The agenda is exhausted, not the planet. Q: Does the “Neural Motivator” technology give an additional Q: Can a player cast zero votes “For” or “Against” on an action card for both the standard status phase draw as well as the agenda instead of abstaining, in order to take advantage of effects “Minister of Policy” agenda? What about the Yssaril’s “Scheming” associated with that option? faction ability? A: No. A vote of zero is the same as abstaining; that player gains A: No. “Neural Motivator” gives only one action card in addition no positive or negative effects of voting “For” or “Against” on an to the standard status phase draw. It is not triggered additional times agenda if they contributed zero votes. by other abilities. The Yssaril’s “Scheming” ability, however, is triggered each time that action cards are drawn. Q: Does the “Enforced Travel Ban” agenda prevent “Space Cannon” usage through wormholes? A: No. “Enforced Travel Ban” does not prevent “Space Cannon” usage. Q: If the “Classified Document Leaks” agenda is discarded, what ACTION CARDS happens? Q: Is the “Skilled Retreat” action card considered to be a retreat, A: The secret objective remains in play; it is no longer a public and can it be canceled by the action card “Intercept?” objective and cannot by scored by any additional players, but it A: No, “Skilled Retreat” is not a retreat and cannot be canceled in does not count toward the secret objective total of the player who this way. originally owned it. Q: Can “Sustain Damage” be used against the “Courageous to the Q: During a revote initiated by the “Miscount Disclosed” agenda, End” action card? does the law that is being voted on remain active and in play? A: No, “Courageous to the End” does not produce hits. A: Yes, the law that is being voted on because of “Miscount Disclosed” remains in play during the revote. Q: Can two “Direct Hit” action cards be played by the same player during the same round of combat against different targets? Q: If there is an ‘A’ wormhole on Mecatol Rex when the “Ixthian Artifact” agenda causes units in adjacent systems to be destroyed, A: Yes. Because the two “Direct Hit” cards are targeting different does the Quantum Entanglement ability cause the Ghost of Creuss targets, this is allowed. faction to lose units in a system that contains a ‘B’ wormhole? Q: During space combat, can each player play a “Shields Holding” A: No. Only the Creuss treats those systems as adjacent. action card to cancel hits against their own units, even though the cards are being played during the same timing window? Q: When units are destroyed by the “Ixthian Artifact” agenda, in what order are they destroyed? A: Yes. Because each of the “Shields Holding” cards are targeting different sets of hits (one set against player A and one set against A: Units destroyed by “Ixthian Artifact” are destroyed player B), it is legal to play both cards. simultaneously. Q: Can the “Shields Holding” action card be used to cancel Q: If a player’s “Political Secret” promissory note is used against hits from abilities that occur during combat, such as “Ambush,” them, but that agenda is subsequently discarded by an effect such as “Dimensional Splicer,” and “Devotion?” the “Veto” action card, can that player vote and use faction abilities on the new agenda? A: Yes. “Shields Holding” may be used to cancel hits that are produced by these abilities. A: Yes. It is a new agenda and thus the effect of the player’s “Political Secret” is ended. Q: Can the “Direct Hit” action cards be played when a ship uses “Sustain Damage” to cancel a hit produced by one of your Q: Can the “Colonial Redistribution” agenda elect a planet that abilities? is already the target of “Demilitarized Zone,” and if so, can the chosen player place infantry to take control of the planet? A: Yes. “Direct Hit” can be used to follow up hits that are assigned by “Ambush,” “Dimensional Splicer,” “Devotion,” and other similar A: Both agendas may target the same planet. However, in that abilities. situation, infantry cannot be placed on the elected planet, so it remains under the control of its original owner. Q: Does an effect that casts “additional votes,” such as the “Bribery” action card, create a timing window for playing the Q: When the “Holy Planet of Ixth,” “Shard of the Throne,” or “The “Distinguished Councilor” action card? Crown of Emphidia” agendas are repealed, does the player who owns them lose a victory point? A: No. The “Distinguished Councilor” action card can only be played after you vote during the “Vote” step of resolving an agenda. A: No, the player who gained a victory point from these agendas can only lose that point through the effect stated on the card. If Q: When during the action card playing process is a “Sabotage” the card is discarded in any other way, such as the “Repeal Law” card played? action card, the point is not lost. A: The “Sabotage” action can be played after card targets (such Q: Is the trigger for the “Minister of War” agenda card’s ability as units, planets, systems, cards, outcomes, or players) have been “performing an action”? decided on, but must be played before any effects have been resolved, votes have been cast, or any dice have been rolled. A: Yes. Performing any action is the trigger for the remainder of the “Minister of War” agenda card’s ability. Q: Can abilities that destroy units, such as the “Lucky Shot” action card, be used by a player against their own units or planets? A: No. “Lucky Shot” and other similar effects can only be used against other player’s units and planets. Q: Can multiple rider action cards be played by the same player on Q: Do infantry involved in a space combat due to the effects of “The a single agenda? If so, can they be played on different outcomes? Alastor” flagship count as ships for the purpose of card effects and A: Yes to both. A player may play multiple rider action cards on a fleet supply? single agenda, and they may be played on opposing outcomes. A: Infantry that are participating in space combat due to the effects of “The Alastor” do count as ships (in addition to their own unit Q: When playing the “Upgrade” action card, does the cruiser type) for the purpose of card effects. But, as a unit that can be already have to be present in the active system? transported, they do not count against fleet supply in that system. A: Yes. The cruiser must already be in the activated system. Q: Do infantry involved in a space combat due to the effects of “The Alastor” flagship cease participation in combat if the Alastor is Q: Can the “Experimental Battlestation” action card be used if destroyed? no ships move into the active system, or against ships that do not belong to the active player? A: No. Infantry that are committed to the space combat due to the effects of “The Alastor” continue to participate until the end of the A: No. “Experimental Battlestation” operates in the same timing window combat, even if “The Alastor” is destroyed. as “Space Cannon Offense,” can only target the active player’s ships, and can only be resolved if ships actually move into the active system. Q: Can the Nekro Virus have both a standard and a faction-specific unit upgrade of the same type? Q: Can a player who cannot vote (such as the Nekro Virus) play rider action cards? A: Yes. Only the faction-specific unit upgrade technology will be in effect, but should the Nekro lose the faction-specific upgrade A: Yes. The Nekro player, or a player who cannot vote due to technology that is being copied by the “Valefar Assimilator,” they another effect, can still play rider action cards. would revert to the standard unit upgrade technology that was previously inactive. Q: If the speaker does not vote, can the “Bribery” action card still be played? Q: If the Nekro Virus owns multiple unit upgrade technologies A: Yes, even if the speaker cannot vote, or chooses not to vote, of the same type, such as “Dreadnought II” and “Exotrireme the “Bribery” action card (or any effect with the timing window II,” does each one count toward the “Develop Weaponry” and of “after the speaker votes”) can still be played after the timing “Revolutionize Warfare” objectives? window in which the speaker would have cast votes. A: No. Only one upgrade of a given type counts toward those objectives. THE ARBOREC Q: Can the secondary ability of the “Warfare” strategy card be used Q: Do infantry involved in a space combat via the effects of “The to trigger the “Production” ability of the Arborec’s Letani Warriors? Alastor” flagship count toward the ships required to use the “Assault Cannon” technology? A: No, the “Warfare” secondary ability can only be used to trigger A: Yes. These infantry may be used to resolve “Assault Cannon.” the “Production” ability of space docks, and thus cannot be used by the Arborec to produce additional infantry. Q: Does the Winnu “Salai Sai Corian” flagship get additional dice for infantry participating in a fight due to the Nekro “Alastor” Q: Does the Arborec flagship (The “Duha Menaimon”) need to be flagship? in a system when it is activated to resolve its ability? A: Yes. The “Salai Sai Corian” would get one additional die per A: Yes. The “Duha Menaimon” can only be used to produce units infantry. when it is in a system at the moment it is activated. Q: Can the “Production” abilities of multiple Arborec “Letani THE EMIRATES OF HACAN Warriors” in a system be combined to allow the production of two Q: Does the Hacan player have to initiate negotiations to perform a infantry for one resource? transaction with a player who is not their neighbor? A: Yes. Production value is totaled when the “Production” ability of A: As long as the active player is involved in the transaction, units in a system is used. either player may suggest the opening of negotiations during either player’s turn. THE NEKRO VIRUS Q: Can the Nekro Virus use the “Valefar Assimilator” technologies THE XXCHA KINGDOM on printed faction units, such as the Embers of Muaat’s Prototype Q: Can the Xxcha use the “Peace Accords” faction ability from one War Sun I? planet to another planet in the same system? A: No, printed faction units are not technologies, and thus are A: Yes, a planet is treated as being adjacent to its own system. ineligible targets for “Valefar Assimilator.” THE GHOSTS OF CREUSS THE MENTAK COALITION Q: Can the Creuss Promissory note still be used if the Creuss have Q: Can the Mentak Coalition use the “Salvage Operations” not researched “Wormhole Generator”? faction-specific technology to produce a war sun that was A: Yes, the promissory note does not require that the “Wormhole destroyed if they do not personally have war sun technology? Generator” technology is researched. A: No. Without war sun technology, they cannot produce a Q: Can the “Light/Wave Deflector” technology be used to move through war sun, even using “Salvage Operations.” a wormhole created by the Ghosts of Creuss’ “Hil Colish” flagship? Q: Can the Mentak Coalition use the “Salvage Operations” faction- A: Yes, “Light/Wave Deflector” allows a player other than the specific technology to produce their own flagship after destroying an Ghosts of Creuss to move their fleet through the “Hil Colish’s” opponent’s flagship? system into the Creuss home system or the Creuss Gate system. A: Yes, even though the units are technically different, they share Q: If the “Hil Colish” moves before other ships and is returned to the flagship unit type. reinforcements by a gravity rift, can other ships still use its delta wormhole to reach the active system? Q: Can the Mentak Coalition use the “Salvage Operations” faction- specific technology to produce infantry after a combat against the A: No, the wormhole ceases to exist when the “Hil Colish” is Nekro Virus flagship “The Alastor” in which Nekro Virus infantry returned to reinforcements. were treated like ships and were subsequently destroyed? THE NAALU COLLECTIVE A: No, the infantry do not count as ships once the combat is over. Q: Does “The Matriarch” flagship allow the Naalu to gain control of a planet using only fighters? Q: Can the Mentak Coalition use the “Pillage” faction ability to steal trade goods when they are neighbors with another faction as a A: No. The Naalu fighters return to the space area when ground result of the “Lazax Gate Folding” faction technology or “Quantum combat ends. If no Naalu ground forces are present, the combat is Entanglement” faction ability? considered to be a draw, and the Naalu do not gain control of the planet during the “Establish Control” step. A: Yes, even in the case of “Quantum Entanglement” only being active from the Creuss’ point of view, because the ‘neighbor’ status Q: Using “The Matriarch” flagship in combination with the is active as a result of the ability, the Mentak may use their “Pillage” “Dacxive Animators” technology, can the Naalu gain control of a in these situations. planet using only fighters? Q: Can the Mentak Coalition use the “Pillage” faction ability for A: No. Because the combat ends in a draw, the “Dacxive each time the Saar gain a trade good from the “Scavenge” faction Animators” ability is not triggered. ability in a single turn, provided that the other requirements are met? Q: Does the Naalu “0” token move with the strategy card it is placed on if the card is exchanged with or taken by another player? A: Yes. The Mentak can trigger “Pillage” each time the Saar gain control of a planet, if all the conditions of “Pillage” are met. A: No. The Naalu “0” token stays with the Naalu or the faction that gained the token through the “Gift of Prescience” promissory note and is placed on any of that player’s strategy cards. THE CLAN OF SAAR Q: Can the Clan of Saar’s “Chaos Mapping” faction-specific technology be used at the start of each of that player’s turns during the action phase? A: Yes, “Chaos Mapping” can be used as many times as you have turns during the action phase. Q: Can the Clan of Saar’s “Chaos Mapping” faction-specific technology be used on the turn that the Saar player passes? A: Yes, “Chaos Mapping” can be used on the turn that a player passes. Q: Can the Clan of Saar’s “Floating Factories” trigger Space Cannon Offense or be assigned hits produced by PDS units? A: No, “Floating Factories” cannot be the target of PDS fire.