Twilight's Fall – a separate game. Twilight Imperium's expansions, mods and rules topics are not part of it.

Olradin League

Source: Discordant Stars

Starting Units

Ground forces
Structures

Home System

  • Sanctuary

    34

Commodities

3

Starting Technologies

Faction Abilities

Policies

When you gather your starting components, place the 3 "Policy" cards near your faction sheet, choose which side of each card to place faceup.

This faction has the abilities and effects listed on the faceup side of each Policy card.

Flagship

Rallypoint

When you move this ship, apply +1 to the move value of each of your other ships during this tactical action.

SUSTAIN DAMAGE

8cost
5 (×2)combat
1move
3capacity

Mech

Exemplar Malus (-)

If you have at least 2 "+" policies, flip this card.

If this planet contains no more than 1 of your mechs, apply +1 to its resource value.

SUSTAIN DAMAGE

2cost
6combat
Exemplar Bonum (+)

If you have at least 2 "-" policies, flip this card.

If this planet contains no more than 1 of your mechs, apply +1 to its influence value.

SUSTAIN DAMAGE

2cost
6combat

Monument

Diplomatic Enclave

After you resolve the primary or secondary ability of the "Diplomacy" strategy card, ready this planet.

PLANETARY SHIELD

Placement
HazardousIndustrialCultural

Leaders

Baggil Wildpaw
agentPolitical Haggler
Unlock: Always Unlocked

After a player exhausts a cultural, hazardous, or industrial planet they control, you may exhaust this card to allow that player to ready a planet they control of a different trait than that planet.

Knak Half-Ear
commanderGrizzled Negotiator
Unlock: Control 1 cultural planet, 1 hazardous planet, and 1 industrial planet.

When you pass:

You may exhaust 1 non-home planet you control other than Mecatol Rex to gain a number of trade goods equal to that planet's resource or influence value.

Pahn Silverfur - Shadow Council
heroCouncil Speaker - Change of Plans
Unlock: Have 3 scored objectives.

ACTION: Place 1 infantry from your reinforcements on each planet you control; you may choose and flip 1 policy card. Then, purge this card.

Faction Promissory Note

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.

Breakthrough

Insurrectionist Networking

At the end of your turn, if you resolved a policy ability that turn, you may spend 1 trade good to move 1 of your infantry on the game board into coexistence on a planet in an adjacent system.

When you pass, you may purge this card to resolve invasion on all planets that contain your coexisting infantry.

Synergy
WarfareBiotic

Faction Technologies

At the start of your turn, you may exhaust this card and 1 planet you control to ready 1 non-home planet other than Mecatol Rex.

Prerequisites: Warfare

After you activate a system, you may exhaust a planet you control of the same type as a planet in that system to apply +1 to the move value of each of your ships during this tactical action.

Prerequisites: Propulsion

Other Components

Policy Cards

Policy - The Economy: Empower +

Once per action, after you exhaust an industrial or legendary planet you control, gain 1 commodity.

Flipped sideExploit −

Place the “2” commodity token on your faction sheet, your commodity value is 2.

Once per action, after you exhaust an industrial planet you control, place up to 1 fighter from your reinforcements in a system that contains 1 or more of your ships.

Policy - The Environment: Preserve +

Once per action, after you exhaust a hazardous or legendary planet you control, you may reveal the top card of the exploration deck that matches 1 of those planets; if it is a relic fragment, gain it, otherwise discard that card.

Flipped sidePlunder −

When 1 or more of your units use PRODUCTION, reduce the PRODUCTION value of 1 of those units by 2.

Once per action, after you explore a hazardous planet, you may remove 1 unit from that planet to explore that planet.

Policy - The People: Connect +

Once per action, after you exhaust a cultural or legendary planet you control, you may move 1 infantry on that planet to another planet you control.

Flipped sideControl −

You cannot perform transactions during the agenda phase.

During the agenda phase, after you cast votes on an agenda, cast 2 additional votes for each cultural planet you exhausted.

Policy: The People

  • Connect (+) – Once per action, after you exhaust a cultural or legendary planet you control, you may move 1 infantry on that planet to another planet you control.
  • Control (-) – You cannot perform transactions during the agenda phase. During the agenda phase, after you cast votes on an agenda, cast 2 additional votes for each cultural planet you exhausted.

Policy: The Environment

  • Preserve (+) – Once per action, after you exhaust a hazardous or legendary planet you control, you may reveal the top card of the exploration deck that matches 1 of those planets; if it is a relic fragment, gain it, otherwise discard that card.
  • Plunder (-) – When 1 or more of your units use PRODUCTION, reduce the PRODUCTION value of 1 of those units by 2. Once per action, after you explore a hazardous planet, you may remove 1 unit from that planet to explore that planet.

Policy: The Economy

  • Empower (+) – Once per action, after you exhaust an industrial or legendary planet you control, gain 1 commodity.
  • Exploit (-) – Place the "2" commodity token on your faction sheet, your commodity value is 2. Once per action, after you exhaust an industrial planet you control, place up to 1 fighter from your reinforcements in a system that contains 1 or more of your ships.

2 Commodity token