Faction Promissory Notes
Faction Promissory Notes
Acquiescence
At the end of the strategy phase: Exchange 1 of your strategy cards with a strategy card that was chosen by the Winnu player. Then, return this card to the Winnu player.
Acquiescence
When the Winnu player resolves a strategic action: You do not have to spend or place a command token to resolve the secondary ability of that strategy card. Then, return this card to the Winnu player.
AI Survey
At the start of your turn: You may look at either the top card of the cultural, hazardous, and industrial exploration decks, or the top card of the relic deck. Then, return this card to the Kollecc player.
Algorithmic Replication
ACTION: Choose 1 action card from the action card discard pile and add it to your hand. Then, purge this card.
Antivirus
At the start of a combat: Place this card faceup in your play area. While this card is in your play area, the Nekro player cannot use their TECHNOLOGICAL SINGULARITY faction ability against you. If you activate a system that contains 1 or more of the Nekro player's units, return this card to the Nekro player.
Antivirus
At the start of a combat round against a player other than the Nekro: Your opponent cannot play action cards during this combat round. Then, return this card to the Nekro player.
Automatons
At the end of your turn, you may attach this card to a non-home planet you control other than Mecatol Rex. This planet has PRODUCTION 3 as if it were a unit.
Black Market Forgery
ACTION: Purge 2 of your relic fragments of the same type to gain 1 relic. Then, return this card to the Naaz-Rokha player.
Black Ops
When you receive this card, if you are not the Firmament: The Firmament may place 1 facedown plot card in their play area with your control token on it. Then, gain 2 command tokens, gain 2 trade goods, and purge this card.
Blessing of the Queens
ACTION: Place this card faceup in your play area and remove 1 of your command tokens from the game board. At the start of the status phase, return this card to the Kortali player.
Blood Pact
ACTION: Place this card faceup in your play area. When you and the Empyrean player cast votes for the same outcome, cast 4 additional votes for that outcome. If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.
Branch Office - Broadcast Hub
When you receive this card, you must attach it to a non-home planet you control other than Mecatol Rex that does not have a Branch Office attachment. Its influence value is increased by 1.
Branch Office - Orbital Shipyard
When you receive this card, you must attach it to a non-home planet you control other than Mecatol Rex that does not have a Branch Office attachment. Its resource value is increased by 1.
Branch Office - Reserve Bank
When you receive this card, you must attach it to a non-home planet you control other than Mecatol Rex that does not have a Branch Office attachment. Its resource value is increased by 1.
Branch Office - Tax Haven
When you receive this card, you must attach it to a non-home planet you control other than Mecatol Rex that does not have a Branch Office attachment. Its influence value is increased by 1.
Broadcast Teams
When you gain control of a planet during a tactical action: If the active system does not contain another player's ships, you may produce up to 2 ships in that system. Then, return this card to the Free Systems player.
Carcinisation
When 1 of your non-fighter ships is destroyed during combat in a system: You may place 2 fighters from your reinforcements in the space area of that system. At the end of that combat, return this card to the Cheiran player.
Clan's Favor
At the start of a round of space combat: The Vaylerian player discards 1 action card. Then, move all of your ships from the active system to an adjacent system that does not contain another player's ships; the space combat ends in a draw. Then, place a command token from your reinforcements in that system and return this card to the Vaylerian player.
Combat Drills
When 1 of your ships would be destroyed: Instead of destroying that ship, place this card faceup in your play area. Return this card to the Dih-Mohn player at the start of the status phase.
Combinatorial Bypass
At the start of invasion, place this card in your play area. During this invasion, all other player's units lose SPACE CANNON and PLANETARY SHIELD. At the start of your next turn, return this card to the Kolume player.
Creuss IFF
At the start of your turn during the action phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.
Creuss IFF
After you activate a system: During this tactical action, you treat systems that contain a non-delta wormhole as adjacent to each other; game effects cannot prevent you from using this ability. Apply +1 to the move value of each of your ships that starts its movement in a system that contains a wormhole. Then, return this card to the Creuss player.
Crucible
After you activate a system: Your ships do not roll for gravity rifts during this movement; apply an additional +1 to the move values of your ships that would move out of or through a gravity rift instead. Then, return this card to the Vuil'raith player.
Cybernetic Enhancements
At the start of your turn: Remove 1 token from the L1Z1X player's strategy pool and return it to their reinforcements. Then, place 1 command token from your reinforcements in your strategy pool. Then, return this card to the L1Z1X player.
Cybernetic Enhancements
When you gain command tokens during the status phase: Gain 1 additional command token. Then, return this card to the L1Z1X player.
Dark Pact
ACTION: Place this card faceup in your play area. When you give a number of commodities to the Empyrean player equal to your maximum commodity value, you each gain 1 trade good. If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.
Edyn Rider
After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, place 1 command token from another player's reinforcements in a system that contains your units. Then, return this card to the Edyn player.
Encryption Key
ACTION: Attach this card to a non-home planet you control. This planet has 1 technology specialty of any color.
Favor of Rhodun
When you ignore a prerequisite on a technology card you are researching: You may ignore 1 additional prerequisite of the same color. Then, return this card to the Rhodun player.
Fires of the Gashlai
ACTION: Remove 1 token from the Muaat player's fleet pool and return it to their reinforcements. Then, gain your war sun unit upgrade technology card. Then, return this card to the Muaat player.
Fires of the Gashlai
When you research the war sun unit upgrade technology: Ignore all of that technology's prerequisites. Then, return this card to the Muaat player.
Ghoti Relay
At the start of your turn: Place this card in your play area to produce up to 2 ships in a system that contains 1 or more of your ships. At the start of the status phase, return this card to the Ghoti Player.
Gift of Insight
ACTION: Place this card faceup in your play area. While this card is in your play area, once per turn, after you roll a die, you may reroll that die. If you activate a system that contains 1 or more of the Myko-Mentori player's units, return this card to the Myko-Mentori player.
Gift of Prescience
At the end of the strategy phase: Place this card faceup in your play area and place the Naalu "0" token on your strategy card; you are first in the initiative order. The Naalu player cannot use their TELEPATHIC faction ability during this game round. Return this card to the Naalu player at the end of the status phase.
Gift of Prescience
When you receive this card and you are not the Naalu player, place it faceup in your play area. At the end of the strategy phase, or after the turn of the highest-initiative player during the action phase, place the Naalu "0" token on your strategy card. You are first in the initiative order. The Naalu player cannot use their TELEPATHIC faction ability during this game round. Return this card to the Naalu player at the end of the status phase.
Gledge Base
ACTION: Attach this card to a non-home planet you control. This planet's resource value is increased by 2.
Greyfire Mutagen
After a system is activated: The Yin player cannot use faction abilities or faction technology during this tactical action. Then, return this card to the Yin player.
Greyfire Mutagen
At the start of a ground combat against 2 or more ground forces that are not controlled by the Yin player: Replace 1 of your opponent's infantry with 1 infantry from your reinforcements. Then, return this card to the Yin player.
Hyperkinetic Ordnance
When 1 or more of your units would make a BOMBARDMENT roll: If you produce 1 or more hits during this BOMBARDMENT roll, produce 1 additional hit for that roll. Then, return this card to the Zelian player.
Incite Revolution
ACTION: Place this card faceup in your play area to choose and exhaust 1 planet you control. Then, ready 1 non-home planet you control other than Mecatol Rex. At the start of the status phase, return this card to the Olradin player.
Industry Secrets
When 1 or more of your units use PRODUCTION: Place this card faceup in your play area to apply +4 to the PRODUCTION value of those units and reduce the combined cost of the produced units by 1 for this use of PRODUCTION. At the start of the status phase, return this card to the Axis player.
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.
Kyro Rider
After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, place 3 infantry from your reinforcements on a planet you control. Then, return this card to the Kyro player.
Malevolency
At the end of one of your tactical actions: Spend 1 influence to give this card to one of your neighbors; you can use this ability even if you are the Obsidian player. At the end of the status phase, if you are not the Obsidian player, remove 1 command token from your fleet pool and return it to your reinforcements.
Malevolency
At the end of a tactical action: Spend 1 influence to give this card to your neighbor; you can use this ability even if you are the Obsidian player. At the end of the status phase, if this card is in your hand and you are not the Obsidian player, you must reveal it and remove 1 command token from your fleet pool. Then, take it back to your hand.
Military Support
At the start of the Sol player's turn: Remove 1 token from the Sol player's strategy pool, if able, and return it to their reinforcements. Then, you may place 2 infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.
Military Support
When the Sol player performs the primary or secondary ability of a strategy card: Place 2 infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.
Nano-Link Permit
After you activate a system: You may move your structures from adjacent systems that do not contain your command tokens onto planets you control in the active system. Then, return this card to the Ral Nel player.
Nivyn Guidance
After you activate a system: During this activation, you may ignore the effects of each anomaly. Return this card to the Nivyn player at the end of this activation.
Nokar Navigator
At the start of a space combat: During this combat, the active system is adjacent to each system that contains a planet you control for the purposes of announcing and resolving retreats. At the end of this combat, return this card to the Nokar player.
Plots Within Plots
When you draw 1 or more secret objective cards: Draw 1 additional secret objective card. Then, return 1 secret objective card to the secret objective deck; shuffle that deck. Then, return this card to the Tnelis player.
Political Favor
When an agenda is revealed: Remove 1 token from the Xxcha player's strategy pool and return it to their reinforcements. Then, discard the revealed agenda and reveal 1 agenda from the top of the deck. Players vote on this agenda instead. Then, return this card to the Xxcha player.
Political Favor
After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, you may produce 1 ship in any system that contains 1 or more of your space docks. Then, return this card to the Xxcha player.
Promise of Protection
ACTION: Place this card faceup in your play area. While this card is in your play area, the Mentak player cannot use their PILLAGE faction ability against you. If you activate a system that contains 1 or more of the Mentak player's units, return this card to the Mentak player.
Promise of Protection
At the start of a round of space combat against a player other than the Mentak: The Mentak player must remove 1 of their cruisers or destroyers from the game board. Then, you place 1 ship of that type from your reinforcements in the active system. Then, return this card to the Mentak player.
Ragh's Call
After you commit 1 or more units to land on a planet: Remove all of the Saar player's ground forces from that planet and place them on a planet controlled by the Saar player. Then, return this card to the Saar player.
Ragh's Call
After you gain control of a planet other than Mecatol Rex that is not controlled by the Saar player: Remove 1 of your space docks from the game board and place it on that planet. Then, return this card to the Saar player.
Raid Leaders
After you activate a system: Choose 1 non-fighter ship you control; during this action, that unit gains BOMBARDMENT 5 (x2) and a capacity value of 2. Return this card to the Ghemina player at the end of this action.
Raise the Standard
At the end of a combat: Galvanize 1 of your units that participated. Then, return this card to the Last Bastion player.
Rapid Excavation
At the start of your turn: You may move up to 2 PDS units you control to a planet you control. Then, return this card to the Mirveda player.
Read the Fates
ACTION: Place this faceup in your play area. While this card is in your play area, you may look at the public objective card on the Ilyxum player's faction sheet. If you activate a system that contains 1 or more of the Ilyxum player's units, return this card to the Ilyxum player.
Research Agreement
After the Jol-Nar player researches a technology that is not a faction technology: Gain that technology. Then, return this card to the Jol-Nar player.
Scepter of Dominion
At the start of the strategy phase: Choose 1 non-home system that contains your units; each other player who has a token on the Mahact player's command sheet places a token from their reinforcements in that system. Then, return this card to the Mahact player.
Secrets of the Weave
At the start of a space combat while you are the defender: You may spend influence equal to the cost value of 1 of your opponent's ships in the active system to place 1 unit of that type from your reinforcements in that system. Then, return this card to the Mortheus player.
Sever
ACTION: Place this card faceup in your play area and place the sever token in a system that contains your units; wormholes in that system have no effect during movement. Remove the sever token and return this card to the Rebellion player at the end of the status phase.
Share Knowledge
ACTION: Place this card faceup in your play area and gain 1 non-faction, non-unit upgrade technology that the Deepwrought player owns; place that technology on this card. Return that technology to the deck and this card to the Deepwrought player at the end of the status phase.
Spoils of War
After you win a combat: Place this card faceup in your play area to explore 1 planet you control. At the start of the Lanefir player's turn, return this card to the Lanefir player.
Spy Net
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.
Spy Net
At the start of your turn: The Yssaril player shows you 2 action cards from their hand. Take 1 of those cards and discard the other. Then, return this card to the Yssaril player.
Stone Speakers
During a tactical action, when you produce 1 or more hits during a BOMBARDMENT roll: For each hit you produced, you may instead place 1 infantry from your reinforcements on the planet being bombarded. Then, return this card to the L'tokk Khrask player.
Strike Wing Ambuscade
When 1 or more of your units make a roll for a unit ability: Choose 1 of those units to roll 1 additional die. Then, return this card to the Argent player.
Strike Wing Ambuscade
When 1 or more of your units make a roll for a unit ability against units not controlled by the Argent player: Choose 1 of those units to roll 1 additional die. Then, return this card to the Argent player.
Stymie
ACTION: Place this card faceup in your play area. While this card is in your play area, the Arborec player cannot produce units in or adjacent to non-home systems that contain 1 or more of your units. If you activate a system that contains 1 or more of the Arborec player's units, return this card to the Arborec player.
Stymie
After another player moves ships into a system that contains 1 or more of your units: You may place 1 command token from that player's reinforcements in any non-home system. Then, return this card to the Arborec player.
Tekklar Legion
At the start of an invasion combat: Apply +1 to the result of each of your unit's combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of their unit's combat rolls during this combat. Then, return this card to the N'orr player.
Tekklar Legion
At the start of a ground combat against a player other than the N'orr: Apply +1 to the result of each of your units' combat rolls during this combat. If you are the active player, apply an additional +1. Then, return this card to the N'orr player.
Terraform
ACTION: Attach this card to a non-home planet you control other than Mecatol Rex. Its resource and influence values are each increased by 1, and it is treated as having all 3 planet traits (cultural, hazardous, and industrial).
The Cavalry
At the start of a space combat against a player other than the Nomad: During this combat, treat 1 of your non-fighter ships as if it has the SUSTAIN DAMAGE ability, combat value, and ANTI-FIGHTER BARRAGE value of the Nomad's flagship. Return this card to the Nomad player at the end of the combat.
Trade Alliance
When you receive this card, if you are not the Celdauri player, you must place it faceup in your play area. While this card is in your play area, you can use the Celdauri player's commander ability, if it is unlocked. If you activate a system that contains 1 or more of the Celdauri player's units, return this card to the Celdauri player.
Trade Convoys
ACTION: Place this card faceup in your play area. While this card is in your play area, you may negotiate transactions with players who are not your neighbor. If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.
Trade Convoys
When 1 or more of your units use PRODUCTION: You may reduce the combined PRODUCTION value of these units by up to 3, to a minimum of 0. For each point reduced, gain 1 commodity. Then, return this card to the Hacan player.
Trusted Counselor
At the start of a space combat you are participating in: You may place up to 2 fighters from your reinforcements into the space area of the active system. Then, return this card to the Li-Zho player.
Underground Market
When you would gain a relic: You may draw 1 additional card; choose 1 to gain and return the rest to the relic deck. Then, shuffle the relic deck. Then, return this card to the Florzen player.
Vaden Handshake
After you activate a system: You may spend any number of trade goods; for each trade good spent, apply +1 to the move value of 1 non-fighter ship you control during this activation. Return this card to the Vaden player at the end of this activation.
Vassalage
At the start of combat: Apply +1 to the results of each of your fighters' combat rolls during this combat. The Kjalengard player captures each of your fighters destroyed during this combat. Then, return this card to the Kjalengard player.
War Funding
At the start of a round of space combat: The Letnev player loses 2 trade goods. During this combat round, reroll any number of your dice. Then, return this card to the Letnev player.
War Funding
After you roll dice during space combat against a player other than the Letnev: You may reroll any number of your dice. Then, return this card to the Letnev player.
War Funding
After you and your opponent roll dice during space combat: You may reroll all of your opponent's dice. You may reroll any number of your dice. Then, return this card to the Letnev player.