Agenda Cards
FOR : After a player researches a technology, they must destroy 1 of their non-fighter ships. AGAINST : At the start of the next strategy phase, each player chooses and exhausts 1 planet for each technology they own.
FOR : All mechs lose their printed abilities except for SUSTAIN DAMAGE. AGAINST : Each player that voted "For" gains 3 trade goods.
FOR : When a player chooses a strategy card during the strategy phase, they give that strategy card to another player that does not have 1 (or a player that does not have 2 in a three- or four-player game), if able. AGAINST : Each player readies only 3 of their planets at the end of this agenda phase.
When this agenda is revealed, if there are no scored secret objectives, discard this card and reveal another agenda from the top of the deck. The elected secret objective becomes a public objective; place it near the other public objectives in the common play area.
The elected player gains this card. Before players vote on an agenda that requires a player to be elected, the owner of this card may discard this card to choose a player to be elected. Players do not vote on that agenda.
FOR : Players cannot use BOMBARDMENT against units that are on cultural planets. AGAINST : Each player that voted "Against" discards all of their action cards.
FOR : Alpha and beta wormholes have no effect during movement. AGAINST : Destroy each PDS in or adjacent to a system that contains a wormhole.
FOR : Each player can have a maximum of 3 action cards in their hand. AGAINST : Each player discards 1 random action card from their hand.
FOR : Each player cannot have more than 4 tokens in their fleet pool. AGAINST : Each player places 1 command token from their reinforcements in their fleet pool.
FOR : Each player can have any number of PDS units on planets they control. AGAINST : Each player destroys 1 of their PDS unit.
The elected player gains this card. At the end of the strategy phase, the owner of this card may discard this card to swap 1 of their strategy cards with 1 of another player's strategy cards.
The elected player gains this card. After the owner of this card replenishes commodities, they gain 1 trade good for each player that is their neighbor.
The elected player gains this card. When the owner of this card gains control of a planet, they gain 1 trade good.
The elected player gains this card. When the owner of this card places a space dock in a system, their units in that system may use their PRODUCTION abilities.
The elected player gains this card. After a player activates a system that contains 1 or more of a different player's units, the owner of this card may discard this card; immediately end the active player's turn.
The elected player gains this card. At the end of the status phase, the owner of this card draws 1 action card.
The elected player gains this card. When the owner of this card resolves the primary or secondary ability of the "Technology" strategy card, they do not need to spend resources to research technology.
The elected player gains this card. The owner of this card may discard this card after performing an action to remove 1 of their command counters from the game board and return it to their reinforcements; then they may perform 1 additional action.
FOR : Alpha and beta wormholes in the wormhole nexus have no effect during movement. AGAINST : Place a gamma wormhole token in the Mecatol Rex system.
The elected player gains this card and 1 victory point. The elected player cannot play action cards. If the owner of this card loses this card, they lose 1 victory point.
The elected player gains this card. The owner of this card applies +1 to the result of their fighter's combat rolls. When the owner of this card uses PRODUCTION, they discard this card unless they produce 2 or more fighters.
FOR : If any player owns a war sun technology, all players may ignore all prerequisites on war sun technologies. All war suns lose SUSTAIN DAMAGE. AGAINST : Each player that owns a war sun technology discards all of their action cards.
FOR : When a player produces units, they produce only 1 fighter and infantry for its cost instead of 2. AGAINST : No effect.
FOR : Players cannot exhaust planets to cast votes during the agenda phase; each player may cast 1 vote on each agenda instead. Players cannot cast additional votes. AGAINST : At the start of the next strategy phase, each player that voted "Against" exhausts all of their cultural planets.
The elected player gains this card and draws 2 secret objectives. The owner of this card plays with their secret objectives revealed.
FOR : Each player's units can move through nebulae. AGAINST : Each player places a command token from their reinforcements in their home system, if able.
FOR : All systems that contain either an alpha or beta wormhole are adjacent to each other. AGAINST : Each player places a command token from their reinforcements in each system that contains a wormhole and 1 or more of their ships.