The Yssaril Tribes
Starting Components
Units
- 2 Carriers
- 1 Cruiser
- 2 Fighters
- 5 Infantry
- 1 Space Dock
- 1 PDS
Technology
Neural MotivatorNeural MotivatorDuring the status phase, draw 2 action cards instead of 1.
Planets
Commodities
Abilities
ACTION: Discard 1 action card from your hand.
When you draw 1 or more action cards, draw 1 additional action card. Then, choose and discard 1 action card from your hand.
You can have any number of action cards in your hand. Game effects cannot prevent you from using this ability.
Faction Technologies
During your turn of the action phase, players that have passed cannot play action cards.
ACTION: Exhaust this card to look at another player's hand of action cards. Choose 1 of those cards and add it to your hand.
Flagship
This ship can move through systems that contain other player's ships.
Promissory Notes
At the start of your turn: Look at the Yssaril player's hand of action cards. Choose 1 of those cards and add it to your hand. Then, return this card to the Yssaril player.
Mech
Deploy: After you use your Stall Tactics faction ability, you may place 1 mech on a planet you control.
Breakthrough
You can allow other players to use your Stall Tactics or Scheming faction abilities; when you do, you may resolve a transaction with that player. During the action phase, that transaction does not count against the once-per-player transactions limit for that turn.
Leaders
This card has the text ability of each other player's agent, even if that agent is exhausted.
After another player activates a system that contains your units: You may look at that player's action cards, promissory notes, or secret objectives.
Guild of Spies ACTION: Each other player shows you 1 action card from their hand. For each player, you may either take that card or force that player to discard 3 random action cards from their hand. Then, purge this card.