Edyn Mandate
Starting Units
Home System
- Edyn
33
- Ekko
01
- Okke
01
Commodities
3
Starting Technologies
Choose any 3 technologies that have different colors and no prerequisites.
Options to choose from
Your ships can move into and through asteroid fields.
When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
Your ships can move into and through asteroid fields and retain their printed Move value when moving out of nebulae.
When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
Your ships can move into and through asteroid fields.
When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll.
If you announce a retreat, your opponent applies -2 to the result of each of their combat rolls during this combat round.
After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token.
Your ships can retreat into adjacent systems that do not contain other players' units even if you do not have units or control planets in that system.
After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, you may explore that token.
Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.
During the status phase, draw 2 action cards instead of 1.
The maximum number of action cards you can have in your hand is increased by 3.
When you draw 1 or more action cards, you may exhaust this card to draw 2 additional action cards.
The maximum number of action cards you can have in your hand is increased by 2. During the status phase, draw 2 action cards instead of 1.
You can use technology specialties on planets you control without exhausting them, even if those planets are exhausted.
During the action phase, you can exhaust planets you control that have technology specialties to gain 1 trade good.
You can use technology specialties on planets you control without exhausting them, even if those planets are exhausted.
At the end of your turn, you may discard 2 action cards to explore a readied planet you control.
When researching technology, you may use technology specialties without exhausting planets, even if they are exhausted.
During your turn, you may exhaust this card and a planet with a technology specialty to ready 1 technology you own of a matching color. That technology cannot have more prerequisites than the number of matching specialties on planets you control. This counts as using specialties for SYNERGY and other game effects.
When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
When you produce units, reduce the combined cost of the produced units by 1, plus an additional 1 for every 10 of the combined cost.
After you perform a tactical action, you may repair 1 of your units in the active system.
When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
During your turn, when a space dock in your home system uses PRODUCTION, you may exhaust this card to reduce the combined cost of the produced units by 1 for each of your space docks on a planet in home systems.
When you activate a system, you may explore 1 planet in that system that contains 1 or more of your units.
When you activate a system as part of a tactical action, you may explore 1 planet in that system that contains 1 or more of your units.
When you resolve an exploration card, you do not need to pay commodities or remove units to resolve the optional effects of that exploration card.
When you activate a system, you may explore 1 planet in that system that contains 1 or more of your units.
When you would explore a planet that contains 2 or more of your structures, you may exhaust this card to draw 1 additional card; choose 1 to resolve and discard the rest.
When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those units may roll 1 additional die.
When 1 or more of your units use unit abilities, 1 of those units may roll 1 additional die.
When the result of your non-fighter ships' combat rolls exceeds that ship's combat value by 3 or more, your opponent cannot assign that hit to a fighter unless they first destroy 1 of their fighters in the active system.
When your units make a roll for a unit ability, you may choose 1 of those units to roll 1 additional die.
When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite.
When 1 or more of your units use PRODUCTION, you may exhaust this card to reduce the combined cost of the produced units by the number of unit upgrade technologies that you own.
When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite.
When you pass, you may spend 6 influence to research a unit upgrade technology.
Faction Abilities
Once per action phase, after you resolve the primary ability of a strategy card, you may resolve the secondary ability of 1 readied or unchosen strategy card with a lower printed initiative number than that strategy card.
Strategic actions allow use of a readied secondary ability.
You may prevent ships from moving through anomalies that contain your ground forces.
Prevent movement through certain anomalies.
After an agenda is revealed, you may predict aloud the outcome of that agenda. If your prediction is correct, place 1 command token from another player's reinforcements in a Sigil.
Predict agendas to lock down Sigil systems.
Flagship
Apply +1 to the results of this unit's combat rolls for each law in play.
Gets stronger for each law in play.
SUSTAIN DAMAGE
Mech
This system is a "Sigil" anomaly. Place a Sigil token beneath this unit as a reminder. Game effects cannot prevent you from using this ability.
Places a Sigil anomaly.
SUSTAIN DAMAGE
Monument
At any time, you may exhaust this card to produce a mech on this planet without spending resources.
Leaders
After a player passes:
You may exhaust this card to choose 1 player; that player may perform up to 1 action.
Then, look at the top card of the agenda deck; you may discard that agenda card.
Allow a player to perform 1 action after a player passes.
When any game effect would allow you to score a public objective, you may instead draw 1 secret objective.
Draw a secret objective instead of scoring a public objective.
ACTION: For each Sigil on the game board, draw 1 agenda. Reveal and resolve each agenda in any order as if you had cast 1 vote for an outcome of your choice. Other players cannot resolve abilities during this action. Then, purge this card.
Resolve 1 agenda for each Sigil anomaly.
Faction Promissory Note
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.
Rider to lock down systems against other players.
Breakthrough
ACTION: Exhaust this card and show another player 1 of your unscored secret objectives; that player must show you 1 of their unscored secret objectives, at random, or allow you to place 1 ground force from your reinforcements into coexistence on a planet they control.
Faction Technologies
You may exhaust this card to allow a player to exchange 1 of their relics or agendas as part of a transaction.
You always vote last during the agenda phase. When an outcome you voted for or predicted is resolved, each player who voted for that outcome gains 1 commodity.
Vote last, trade relics and agendas.
Once per agenda phase, after an agenda is revealed, you may predict aloud an outcome of that agenda.
If your prediction is correct, you may score 1 public objective if you fulfill its requirements; each other player who voted for that outcome draws 1 secret objective.
Score during the agenda phase.
Other Components
Sigil Token×4