Kollecc Society
Starting Units
Home System
- Susuros
44
Commodities
3
Starting Technologies
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.
Faction Abilities
After you produce 1 or more ships, you may place up to 2 of those ships on your faction sheet, those ships are captured.
You can capture your ships when you produce them.
After movement, if the active system contains 1 or more of your non-fighter ships, you may place up to 2 of your captured ships and 2 of your captured ground forces from your faction sheet in that system's space area.
You can place your captured units after movement.
At the start of your turn, you may look at the top card of the cultural, hazardous, or industrial exploration deck. Then, look at the top card of the relic deck.
You know the exploration and relic cards in advance.
Flagship
When this unit retreats, you may capture each of your units that retreat.
Captures itself and other units when you retreat.
SUSTAIN DAMAGE
Mech
At the end of a tactical action in this system, you may place up to 2 ground forces from this planet onto your faction sheet, those units are captured.
Can capture your ground forces after tactical actions.
SUSTAIN DAMAGE
Monument
After movement, if this is the active system and contains no more than 1 other player's ships, you may place any of your captured units from your faction sheet into this system.
Leaders
At the start of a player's turn:
You may exhaust this card to allow that player to reveal the top 2 cards of an exploration deck that matches a planet they control; they gain any relic fragments that they revealed and discard the rest.
Hunts for relic fragments from one exploration deck.
This card satisfies a blue technology prerequisite.
When you retreat, if the active system does not contain 1 of your command tokens, you do not place a command token in the system your ships retreated to.
You don’t lock down unlocked fleets that retreat.
ACTION: Draw a number of relic cards up to an amount equal to the number of players in the game, choose 1 to gain, and return the rest to the relic deck. Then, shuffle that deck and purge this card.
Draw a relic for each player in the game and choose 1 to keep.
Faction Promissory Note
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.
Allows another player to know the exploration decks or relic in advance.
Breakthrough
When you explore a planet, you may exhaust this card to resolve a card from that exploration deck's discard pile instead; if you would discard that card, instead shuffle it into the corresponding exploration deck.
Faction Technologies
At the start of a space combat, you may choose 1 of your ships in the active system that did not begin this action in that system; roll a die. On a result equal to or greater than that ship's combat value, produce 1 hit; your opponent must assign it to 1 of their ships.
One ship that moved into the active system rolls for a hit before combat begins.
ACTION: Exhaust this card to choose 1 of your neighbors that has 1 or more relic fragments. That player gains 2 trade goods and must give you 1 of those relic fragments of your choice.
Acquire a neighbor’s relic fragment.