INTERGALACTIC
INTRODUCTION
Card and Dice game for 2-6+ players.
Space Empire Theme.
Each player controls a different Alien Race seeking
to dominate his neighbors.
VICTORY
The player with the most Victory Points at the end of the
game wins.
STAGES
The game has 5 distinct Stages that follow in order.
Each Stage has its own unique deck and turn Sequence.
The Stages in order are:
I. Research Stage
II. Exploration Stage
III. Development Stage
IV. Buildup Stage
V. Conflict Stage
DICE
Ten sided Dice are needed.
TOKENS
There is one set of common Tokens.
These are also called Intergalactic Tokens.
These have different uses at each Stage.
Max number of Tokens you can have at any time is
10 plus your Intelligence level.
Immediately Use or Discard excess Tokens.
ATTRIBUTES
Players accumulate levels (+1 bonuses) in several Attributes including:
Weapons, Defense, Fleet, Speed, Population, Intelligence, Scan,
Strategy, Terraforming, Finance, Manufacturing, Metals, Energy
ADVANCED TECHNOLOGIES & DEVELOPMENTS
Some technologies and developments and Fleet have requirements that must
be metin order for them to be put in play. These are always some minimum
Attribute level (Example: Req Speed 3+ means you must have 3 or more
levels of the speed attribute before you can play the card).
All Tech and Dev and Fleet cards with a requirement are considered to
have the "Advanced" designation.
SETUP
Shuffle the decks.
Players roll high on 1D10 to determine turn order.
The first player gets 1 Token, the second player gets
2 Tokens, the third player gets 3 Tokens and so on.
Each player draws 2 Race cards and picks one.
Each player draws 2 Homeworld cards and picks one.
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RESEARCH STAGE
Players take turns.
Each turn has 3 Phases:
1. Conceptual Phase
2. Implementation Phase
3. Dead End Phase
CONCEPTUAL PHASE
Gain 5 Tokens.
Gain 1 extra Token for each level of Intelligence.
IMPLEMENTATION PHASE
Spend 1 Token to draw 1 Research Card.
Spend 2 Tokens to draw 3 Research Cards.
Spend 2 Tokens to put 1 Research card into play (max once per turn).
Spend 3 Tokens to put a second Research card into play (max once per turn).
Spend 2 Tokens to draw 5 cards, keep 1 and shuffle 4 cards into the deck.
Spend 4 Tokens to search the deck, take 1 card and put it in your hand.
Spend 1 Token to roll once on the Research Table (Max once per turn).
RESEARCH TABLE
1D10 Result:
1 Nothing
2 Gain 1 Token
3 Gain 2 Tokens
4-5 Draw 3 Cards, Keep 1 and shuffle the others back into the Deck
6-7 Play 1 Card from your hand or Draw 1 Card
8-9 Draw 1 Card and Play any 1 Card from your hand
10 Draw 2 Cards
DEAD END PHASE
Max hand size is 5 plus your Intelligence level. Discard excess cards.
If the deck is empty, shuffle the discard and draw from it.
The Stage ends as soon as any player has 10 Research cards in play.
All players discard all cards in their hands if the Stage has ended and
gain 1 Token for each card they had to discard.
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EXPLORATION STAGE
Players take turns.
Each turn has 3 Phases:
1. Scan the Heavens Phase
2. Boldly Go Phase
3. Known Universe Phase
SCAN THE HEAVENS PHASE
Roll once on the Exploration Table for each level of Scan you have.
Get +1 to the roll for each level of Intelligence you have.
Get one such roll (at -1), even if your Scan level is zero.
EXPLORATION TABLE
1D10 Result
1-7 Discard the top card of the exploration deck. Gain 1 Token**
8+ Draw 1 Exploration card and put it into play
** = Spend 2 Tokens to get 1 additional roll on the Table.
BOLDLY GO PHASE
Roll once on the Exploration Table for each level of Speed and Fleet you have.
Get +1 to the roll for each level of Energy you have.
Get one such roll (at -1), even if your Speed & Fleet levels are zero.
KNOWN UNIVERSE PHASE
Max hand size is 5 plus your Intelligence level. Discard excess cards.
If the deck is empty, shuffle the discard and draw from it.
The Stage ends as soon as any player has 10 Exploration cards in play.
All players discard all cards in their hands if the Stage has ended and
gain 1 Token for each card they had to discard.
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DEVELOPMENT STAGE
Players take turns.
Each turn has 4 Phases:
1. Colonization Phase
2. Terraforming Phase
3. Development Phase
4. Survey Phase
COLONIZATION PHASE
Roll once on the Expansion Table for each level of Population you have.
Get +1 to the roll for each level of Speed you have.
Get one such roll (at -1), even if your Population level is zero.
EXPANSION TABLE
1D10 Result
1-5 Gain 1 Token
6-8 Draw 1 Development Card from the Development Deck
9+ Play 1 Development Card from your hand or Draw 1 Development Card
TOKEN ACTIONS
At any time on your turn you may do the following:
Spend 3 Tokens to Draw 1 Development Card from the Development Deck
Spend 5 Tokens to Play 1 Development Card from your hand
TERRAFORMING PHASE
Roll once on the Terraforming Table for each level of Terraforming you have.
Get +1 to the roll for each level of Energy you have.
TERRAFORMING TABLE
1D10 Result
1-7 Gain 1 Token
8+ Play 1 Development card from your hand
DEVELOPMENT PHASE
Roll once on the Development Table for each level of Intelligence you have.
Get +1 to the roll for each level of Finances you have.
DEVELOPMENT TABLE
1D10 Result
1-5 Gain 1 Token
6-8 Gain 2 Tokens
9-10 Gain 3 Tokens
11+ Gain 4 Tokens
SURVEY PHASE
Max hand size is 5 plus your Intelligence level. Discard excess cards.
If the deck is empty, shuffle the discard and draw from it.
The Stage ends as soon as any player has 10 Development cards in play.
All players discard all cards in their hands if the Stage has ended and
gain 1 Token for each card they had to discard.
NOTE ON CRIMINAL CARDS
Some Development cards have the criminal designation.
They give you +1 in the indicated attribute and a -1 to all your opponents.
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BUILDUP STAGE
Players take turns.
Each turn has 4 Phases:
1. Resources Phase
2. Economics Phase
3. Manufacturing Phase
4. Advanced Production Phase
5. Times Up Phase
CARD TYPE NOTATION
Buildup Deck cards that give a Fleet bonus are also referred to
as Fleet Cards.
RESOURCES PHASE
Roll once on the Build Table for each level of Metals you have.
Get +1 to the roll for each level of Speed you have.
BUILD TABLE
1D10 Result
1-5 Gain 1 Token
6-8 Draw 1 Buildup card from the Buildup Deck
9+ Play 1 Buildup card from your hand or draw 1 Buildup Card
TOKEN ACTIONS
At any time on your turn you may do the following:
Spend 2 Tokens to draw 1 Buildup Card
Spend 3 Tokens to play 1 Buildup Card.
ECONOMICS PHASE
Roll once on the Build Table for each level of Finances you have.
Get +1 to the roll for each level of Population you have.
MANUFACTURING PHASE
Roll once on the Build Table for each level of Manufacturing you have.
Get +1 to the roll for each level of Energy you have.
Get one such roll (at -1), even if your Manufacturing level is zero.
ADVANCED PRODUCTION PHASE
Roll once on the Build Table for each Advanced Development you have.
TIMES UP PHASE
Max hand size is 5 plus your Intelligence level. Discard excess cards.
If the deck is empty, shuffle the discard and draw from it.
At the end of turn 4X (X = Number of players) of the Buildup Stage and every turn
after that roll 1D10. On a roll of 4 or less Buildup ends and Conflict Stage Begins.
Keep track of turn number in this Phase.
All players discard all cards in their hands if the Stage has ended and
gain 1 Token for each card they had to discard.
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CONFLICT STAGE
At the beginning of Conflict Stage all players draw 2 cards from the Conflict Deck.
Players take turns.
Each turn has 9 Phases:
1. Logistics Phase
2. Strategy Phase
3. Action Phase
4. Challenge Phase
5. Tactics Phase
6. Advantage Phase
7. Battle Phase
8. Resolution Phase
9. Galaxy Phase
CARD TYPES
There are 3 basic card types found in the Conflict Deck:
1. Strategy Cards
2. Action Cards
3. Reaction Cards
LOGISTICS PHASE
Gain 3 Tokens.
Gain 1 extra Token per 2 Levels you have in Strategy (rounding up).
STRATEGY PHASE
Spend 1 Token to draw 1 Conflict Card (Max 2 times this Phase).
Spend 2 Tokens to draw 5 cards, keep 1, and shuffle the rest back into the deck.
Spend 1 Token to look at one opponent's hand.
If the deck ever runs out, shuffle the discard and draw from it.
ACTION PHASE
You may play (discard) 1 Action Card from your hand.
Spend 1 Token to play a second Action card.
Reaction cards are played during an opponents turn.
CHALLENGE PHASE
Declare which opponent you are attacking.
You are the attacker. He is the defender.
The defender draws 1 card from the Conflict Deck.
TACTICS PHASE
The Attacker plays 1 Conflict Card.
The Defender then plays 1 Conflict Card.
Players may also play Tokens.
Each Token counts as 1 level of Strategy.
(Conflict cards will boost 1-3+ Attributes by a total of 15 Levels!)
ADVANTAGE PHASE
Compare the Attacker & Defender’s Levels in 10 Attributes:
Weaponry, Defense, Fleet, Speed, Population, Energy,
Intelligence, Scan, Strategy, and Terraforming
If they have the same Level there is no Advantage.
The player with the higher Level has the Advantage in that Attribute.
Gain +1 to the upcoming Battle Roll for each Advantage you have.
This is the Battle Advantage Total (BAT).
For Example: You and I are tied in Weaponry and Strategy. I have
the advantage in Population & Speed so I have a BAT +2.
You have the advantage in Defense, Intelligence, Scan, Fleet
Size, and Terraforming so you have a BAT +5.
The player with the most Advanced Techs and Fleets gets +1 to the BAT.
BATTLE PHASE
Both Attacker & Defender roll 1D10 (The Battle Rolls) and add their BAT.
Each players total is called their Combat Roll Sum (CRS).
The higher CRS is the Battle Winner. The lower CRS is the Battle Loser.
Ties are possible.
Discard all played Strategy cards and Tokens.
RESOLUTION PHASE
The Loser discards 1 of his own Fleet cards of his choice.
The winner takes control of 1 Exploration card (of his choice) of the loser OR
causes 1 Development card (of his choice) of the loser to be discarded, whichever he
has more of (Example: If the loser has more Development cards in play than
Exploration cards, the winner must pick a Development card to be lost).
If Battle Phase was a tie, Attacker & Defender both lose 1 Fleet (Each player
chooses which of his Fleet cards is lost) and that is all.
GALAXY PHASE
You may play 3 Tokens to attack again starting at Action Phase.
Max hand size is 5 cards. Discard excess cards.
At the end of turn 2X (X = Number of players) of the Conflict Stage and every turn
after that roll 1D10. On a roll of 4 or less the game ends.
Keep track of turn number in Galaxy Phase.
ELIMINATION RULE
If you lose your last Fleet card, you automatically lose and are eliminated
from the game. Note that a Fleet card is considered to be any buildup card
that gives a Fleet bonus.
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END GAME SCORING
Use paper & pencil to tally Victory Points (VP)
Gain 1 VP for every Research card you have in play.
(Some Research cards are worth more)
Gain 1 VP for every Exploration card you have in play.
(Some Exploration cards are worth more)
Gain 1 VP for every Development card you have in play.
(Some Development cards are worth more)
Gain 1 VP for every Fleet card you have in play.
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RESEARCH DECK CARD LIST
Name: Notes:
Atmospheric Converters Terraforming +1
Comet Diverters Terraforming +1 (Req Speed 1+)
Geothermal Venting Terraforming +1
Weather Control Terraforming +1
Rotational Suppressors Terraforming +1 (Req Speed 1+)
Antigravity Projectors Terraforming +1 (Req Energy 1+)
Meson Cannons Weapons +3
Particle Accelerators Weapons +3
Nuclear Missiles Weapons +3
Plasma Generators Weapons +3 (Req Energy 1+)
Gamma Ray Lasers Weapons +3
Disruptor Banks Weapons +3
Photon Torpedoes Weapons +3 (Req Speed 1+)
Phaser Emitters Weapons +3 (Req Int 1+)
Mass Drivers Weapons +3 (Req Metals 1+)
Nova Bombs Weapons +3 (Req Energy 1+)
Material Shielding Defense +3 (Req Metals 1+)
Force Fields Defense +3 (Req Energy 1+)
Inertial Deflectors Defense +3
Energy Dissipaters Defense +3
Ultra Dense Armor Defense +3 (Req Metals 1+)
Albedo Screens Defense +3
Cloaking Technology Defense +1 Strategy +1 (Req Scan 1+)
Holography Defense +1 Strategy +1
Cybernetics Population +1 (Req Int 1+)
Artificial Photosynthesis Population +1
Androids Population +1 (Req Int 1+)
Advanced Bioharvesting Population +1
Medical Immortality Population +1
Genetic Engineering Population +1
Accelerated Cloning Population +1
Secrets of the Universe VP +2
Utopian Society VP +2
Warp Engines Speed +1 (Req Energy 1+)
Hyper Drives Speed +1
Jump Drives Speed +1 (Req Scan 1+)
Ion Drives Speed +1
Impulse Drives Speed +1
Teleportation Speed +1 (Req Int 1+)
Reactionless Drives Speed +1
Tachyon Drives Speed +1
Positronic Brains Intelligence +1
Artificial Intelligence Intelligence +1
Quantum Computers Intelligence +1
Mind Duplicates Intelligence +1
Genetic Augmentation Intelligence +1 (Req Pop 1+)
Sentient Uplift Intelligence +1 (Req Pop 1+)
Nanotech Miniaturization Manufacturing +1
Advanced Robotics Manufacturing +1
Composite Construction Manufacturing +1 (Req Metals 1+)
Self Assembly Manufacturing +1
Xeno-Psychology Marketing Finance +1
Meta Data Encryption Finance +1
Infinite Prosperity Finance +1 (Req Strategy 1+)
AI Investment Modeling Finance +1 (Req Int 1+)
Matter Replicators Metals +1
Planetary Core Mining Metals +1 (Req Scan 1+)
Advanced Alloys Metals +1
Zero-G Refining Metals +1
Exotic Metallurgy Metals +1 (Req Int 1+)
Radiation Dampers Energy +1
Antimatter Reactors Energy +1 (Req Int 1+)
Fusion Reactors Energy +1
Quantum Stream Technology Energy +1
Ultimate Superconductors Energy +1 (Req Metals 1+)
Long Range Probes Scan +1 Strategy +1
Passive Sensor Arrays Scan +1 Defense +1
Survey Ships Scan +2
Energy Scanners Scan +2
Scout Ships Scan +1 Fleet +1 (Req Speed 1+)
Drones Scan +1 Weapons +1
Precog Computers Strategy +3
Telepathy Strategy +3 (Req Int 1+)
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EXPLORATON DECK CARD LIST
Name: Notes:
Fringe Worlds Speed +1
Worm Holes Speed +1
Outer Systems Speed +1
Gateway Worlds Speed +1
Patron Race Population +1
Main Line Worlds Population +1
Agri Worlds Population +1
Prime Worlds Population +1
Inner Systems Population +1
Alien Refugees Population +1
First Contact Intelligence +1
Minor Race Intelligence +1
Progenitor Ruins Terraforming +1
Plague World Weapons +3
Infestation World Weapons +3
Derelict Ships Fleet +1
Ship Graveyards Fleet +1
Alien Ruins Draw & Play 1 Research Card
Archival Worlds Draw & Play 1 Research Card
Strategic Sector Strategy +3
Neutral Zone Strategy +3
Solar Beacon Scan +2
Mystic World Scan +1 Strategy +1
Distant Worlds Scan +2
Living World Defense +1 Scan +1
Mining Worlds Metals +1
Rocky Worlds Metals +1
Crystal Worlds Metals +1
Alien Energy Source Energy +1
Radioactive Worlds Energy +1
Gas Giants Energy +1
Cosmic Anomalies Energy +1
Ice Worlds Defense +3
Desert Worlds Defense +3
Jungle Worlds Defense +3
Rift Worlds Defense +3
Lost Worlds Defense +3
Black Holes Defense +3
Novas Defense +3
Rebel Worlds Defense +3
Dead Worlds Defense +1 Scan +1
Volcanic Worlds Defense +3
Unstable Worlds Defense +1 Strategy +1
Binary Systems Defense +3
Alien Monoliths VP +2
Monument Worlds VP +2
Miracle Planets VP +2
Garden Worlds VP +2
Wonder Worlds VP +2
Holy Worlds VP +2
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DEVELOPMENT DECK CARD LIST
Name: Notes:
Biosphere Megastructures Population +1 (Req Metals 1+)
Space Cities Population +1
Fast Growing Colonies Population +1 (Req Speed 3+)
Generation Ships Population +1
Bio Domes Population +1
Hive Worlds Population +1
Core Worlds Population +1
Outposts Scan +1 Defense +1
Deep Space Observatories Scan +2
Space Platforms Speed +1 (Req Metals 1+)
Space Lanes Speed +1
Star Gates Speed +1
Space Ports Speed +1
Military Bases Strategy +3
Forward Bases Strategy +1 Scan +1
War Industries Weapons +3 (Req Fin 1+)
Military Buildup Weapons +1 Fleet +1 (Req Maunf 1+)
Armaments Weapons +3
Fortified Worlds Defense +3
Invention Matrix Draw 3 & Play 1 Research Card
Galactic Think Tanks Draw 3 & Play 1 Research Card
Universal Universities Intelligence +1 (Req Pop 3+)
Discovery Spheres Intelligence +1
Psionic Institutes Intelligence +1
Prototypes Fleet +3
Orbital Shipyards Fleet +3
Planetary Engineers Draw 3 & Play 1 Exploration Card
Xeno Museums VP +2
Entertainment Complexes VP +2
Cultural Edifices VP +2
Galactic Arenas VP +2
Space Casino Resorts VP +2
Alien Embassies VP +2
Cosmic Consulates VP +2
Industrial Complexes Manufacturing +1
Perpetual Factories Manufacturing +1 (Req Energy 1+)
Manufacturing Centers Manufacturing +1
Robot Worlds Manufacturing +1
Machine Worlds Manufacturing +1 (Req Int 2+)
Nebula Condensers Energy +1
Singularity Rings Energy +1
Mining Operations Metals +1
Collider Forges Metals +1 (Req Energy 1+)
Asteroid Refineries Metals +1
Space Elevators Metals +1
Extractor Modules Metals +1
Wealthy Sector Finances +1
Luxury Exports Finances +1
Merchant Worlds Finances +1
Interstellar Trade Routes Finances +1 (Req Speed 2+)
Galactic Stock Exchange Finances +1
Sector Banking Centers Finances +1
New Economies Finances +1 (Req Pop 2+)
Black Market Finances +1 Criminal
Space Smugglers Manufacturing +1 Criminal
Piracy Metals +1 Criminal
Raiding Scan +1 Criminal
Privateers Fleet +1 Criminal
Slavers Population +1 Criminal
Weapon Merchants Weapons +1 Criminal (Req Weapons 4+)
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BUILDUP DECK CARD LIST
Name: Notes:
Attack Fleet Fleet +2 Weapons +4
Light Fleet Fleet +2 Intelligence +1 Scan +1 Speed +2
Main Fleet Fleet +3 Weapons +2 Strategy +1
Fast Fleet Fleet +2 Speed +4
Fringe Fleet Fleet +3 Speed +2 Scan +1
Core Fleet Fleet +6
Bulwark Fleet Fleet +4 Defense +2
Heavy Fleet Fleet +4 Weapons +1 Defense +1
Great Fleet Fleet +5 Strategy +1
Major Fleet Fleet +5 Speed +1
Dreadnaught Fleet Fleet +4 Weapons +2 (Req Metals 2+)
Battleship Fleet Fleet +3 Weapons +1 Defense +1 Energy +1
Minor Fleet Fleet +2 Speed +3 Defense +1
First Line Fleet Fleet +3 Speed +1 Weapons +2
Second Line Fleet Fleet +2 Defense +2 Weapons +1 Population +1
Planetary Defenses Defense +5 Weapons +1 Strategy +1
Orbital Minefields Weapons +3 Defense +3 Strategy +1
Space Armada Fleet +5 Weapons +1 (Req Manuf 2+)
Cruiser Squadrons Fleet +3 Weapons +1 Speed +1 Strategy +1
Invasion Fleet Fleet +3 Population +3
Expeditionary Force Fleet +2 Scan +1 Weapons +1 Speed +2
Stockpiles Weapons +5 Strategy +2
Escort Ships Fleet +2 Defense +3 Scan +1
Space Rangers Fleet +2 Speed +2 Intelligence +2
Space Marines Fleet +3 Population +2 Weapons +1
Battle Stations Fleet +1 Defense +3 Scan +1 Weapons +1
Destroyer Packs Fleet +2 Speed +1 Weapons +2 Scan +1
Corvette Raiders Fleet +2 Speed +3 Weapons +1
Interceptor Fleet Fleet +3 Defense +1 Scan +1 Speed +1
Space Forts Fleet +1 Weapons +1 Defense +4
Flagship Fleet +1 Weapons +1 Speed +1 Def +1 Strat +2
Space Patrol Fleet +1 Scan +3 Speed +2
Carrier Fleet Fleet +3 Weapons +3
Command Center Intelligence +3 Strategy +4
Early Warning Network Scan +5 Intelligence +1 Strategy +1
Reserve Fleet Fleet +3 Strategy +3
Fighter Bases Fleet +2 Defense +3 Weapons +1
Ragtag Fleet Fleet +3 Defense +1 Speed +1 Population +1
Task Force Fleet +4 Strategy +1 Speed +1
Troop Transports Fleet +2 Population +4
Last Line of Defense Fleet +3 Defense +3
World Killer Fleet +3 Terraforming +3 (Req Energy 2+)
Planet Buster Fleet +1 Terraforming +5 (Req Energy 2+)
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CONFLICT DECK CARD LIST
Name: Notes:
Feint Strategy +5 Speed +5 Defense +5
Pincer Movement Strategy +10 Speed +5
Envelopment Strategy +5 Speed +10
Attrition Strategy +5 Population +5 Fleets +5
Decoy Strategy +5 Intelligence +10
Breakthrough Strategy +5 Speed +5 Weapons +5
Assimilation Strategy +5 Population +10
Conquest Strategy +5 Weapons +5 Population +5
Space Siege Strategy +5 Terraforming +5 Population +5
Annexation Strategy +10 Fleets +5
Occupation Strategy +5 Population +5 Defense +5
Asteroid Ambush Strategy +10 Intelligence +5
Surrounded Strategy +5 Fleets +10
Galactic Blitz Strategy +5 Weapons +5 Fleets +5
Suicide Mission Strategy +5 Weapons +10
Invasion Strategy +5 Population +5 Fleets +5
Defense in Depth Strategy +10 Defense +5
Perimeter Defense Strategy +5 Defense +5 Scan +5
All Out Attack Strategy +10 Weapons +5
Exploit Breach Strategy +5 Weapons +5 Speed +5
Counter Attack Strategy +6 Weapons +3 Speed +6
Hide And Seek Strategy +6 Scan +6 Speed +3
Extermination Strategy +5 Terraforming +10
Concentrate Forces Strategy +3 Fleets +12
Last Stand Strategy +3 Defense +12
Border Skirmishes Strategy +10 Scan +5
Infiltration Strategy +5 Scan +5 Speed +5
Recon in Force Strategy +3 Scan +3 Speed +3 Int +3 Fleets +3
Enslavement Strategy +6 Weapons +3 Population +6
Legendary Captain Strategy +9 Intelligence +6
Dropship Assault Strategy +5 Intelligence +5 Population +5
Intruder Alert Strategy +5 Intelligence +5 Scan +5
Reserves RA: Draw & Play 1 Fleet Card
Wartime Production RA: Draw & Play 1 Fleet Card
Alien Allies RA: Draw & Play 1 Fleet Card; Discard at end of turn
Alien Mercenaries RA: Draw & Play 1 Fleet Card; Discard at end of turn
Wartime Research Action: Draw & Play 1 Research Card
Steal Technology Action: Draw & Play 1 Research Card
Diplomacy Reaction: Negate Battle this Turn
Truce Reaction: Negate Battle this Turn
Sabotage RA: Opponent discards Hand
Jam Communications RA: Opponent discards Hand
RA = Can be used as Action or Reaction.
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RACE DECK CARD LIST
Name: Notes:
Humans (Bipedial Mammals) Finance +1 Intelligence +1
Thorax (Insectoid Hives) Manufacturing +1 Population +1
Glish (Plantlike Beings) Population +1 Terraforming +1
Moungwoawn (Empaths) Defense +3 Scan +1
Karnor (Reptillian Warriors) Weapons +3 Strategy +3
Sos Zhani (Fishy Nomads) Fleet +1 Speed +1
Nemids (Android Collective) Manufacturing +1 Intelligence +1
Flil (Energy Consciousness) Energy +1 Weapons +3
Chaitians (Crusty Fanatics) Population +1 Strategy +3
Yiff (Avian Traders) Speed +1 Finance +1
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HOMEWORLD DECK CARD LIST
Name: Notes:
Blue World Finance +1
Red World Strategy +3
Green World Population +1
Brown World Metals +1
Yellow World Intelligence +1
Orange World Scan +1
Indigo World Speed +1
Grey World Manufacturing +1
White World Energy +1
Black World Defense +3
Violet World Start game with 3 extra Tokens