Kyro Sodality
Starting Units
Home System
- Avicenna
40
Commodities
2
Starting Technologies
Choose 1 of these 2.
Options to choose from
After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
After you gain control of a planet or win a combat on a planet you control, you may place 1 infantry from your reinforcements on that planet.
If you have an infantry unit upgrade technology, you may reroll any dice rolled as part of your infantry units' abilities.
When your infantry on a planet is destroyed or after you win a ground combat, you may place 1 infantry on that planet. This effect can be resolved only once per planet in an action.
You may exhaust this card at the end of your turn to ready 1 of your planets that has a technology specialty or 1 of your other technologies.
You may exhaust this card at the end of your turn to ready a non-home planet you control or ready 1 of your other technologies.
Faction Abilities
After you resolve the primary or secondary ability of the "Politics" strategy card, commit 1 infantry from your reinforcements to a planet that is in or adjacent to a system that contains a planet you control; resolve invasion on that planet.
Commit infantry to nearby planets when you resolve the Politics primary or secondary.
Once per action, during invasion on a planet that contains your units, you may resolve ground combat on that planet, even if it does not contain another player's ground forces.
You can trigger Daxcive on uncontrolled planets.
When participating in a combat that would end in a draw, you are treated as the winner instead.
You win combat ties.
Flagship
When you commit units to a planet in this system, you may commit 1 infantry from your reinforcements to that planet.
Commit infantry from reinforcements during invasion.
SUSTAIN DAMAGE
Mech
When this unit would be destroyed, if it is damaged, you may discard 1 action card to repair it instead.
Discard action cards to repair this unit.
SUSTAIN DAMAGE
Monument
This planet counts as a legendary planet with an attachment and a technology specialty of no type.
When this unit is destroyed, you must place it on a valid adjacent planet you control, if able. If you do, draw a relic.
Leaders
After a player loses or draws a ground combat:
You may exhaust this card to allow that player to replenish their commodities; place a number of infantry equal to 1 less than their commodity value on 1 planet you control.
Give a ground combat loser commodities to gain infantry.
When you cast votes:
You may remove up to 4 of your infantry from the game board to cast 1 additional vote for each unit removed.
Remove infantry for bonus votes.
At the start of the status phase:
You may attach this card to 1 of your strategy cards. Its initiative value is 9.
Non-Kyro Players may only resolve 1 clause of this strategy card's primary ability. The Kyro player gains any trade goods placed on this card.
Ruin a strategy card for all other players.
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 3 infantry from your reinforcements on a planet you control.
Then, return this card to the Kyro player.
Predict an agenda to place infantry.
Breakthrough
When researching a technology, you may discard an action card to ignore 1 of that technology's prerequisites.
Once per action, when you win a combat, for each technology your opponent owns, if you do not own that technology, gain 1 commodity or convert 1 of your commodities to a trade good.
Faction Technologies
During the agenda phase, after an outcome you voted for is resolved, place 2 infantry from your reinforcements on a planet you control.
Gain infantry by voting on agenda outcomes.
At the start of the strategy phase, you may place any number of your trade goods on any combination of strategy cards. Then, place 2 trade goods from the supply on 1 strategy card.
Add trade goods to picking a strategy card.