Olradin League
Starting Units
Home System
- Sanctuary
34
Commodities
3
Starting Technologies
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 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
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.
- Choose your faction abilities during setup:
- Manipulate infantry or votes.
- Extra relic fragments or hazardous planet explores.
- Gain extra money or fighters.
Flagship
When you move this ship, apply +1 to the move value of each of your other ships during this tactical action.
Give all other units a speed boost when it moves.
SUSTAIN DAMAGE
Mech
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.
Gives planets bonus resources or influence.
SUSTAIN DAMAGE
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.
Gives planets bonus resources or influence.
SUSTAIN DAMAGE
Monument
After you resolve the primary or secondary ability of the "Diplomacy" strategy card, ready this planet.
PLANETARY SHIELD
Leaders
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.
After exhausting a planet, ready a planet of a different trait.
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.
When you pass you can exhaust a planet to gain money.
ACTION: Place 1 infantry from your reinforcements on each planet you control; you may choose and flip 1 policy card. Then, purge this card.
You may gain infantry on each planet and change one ability.
Faction Promissory Note
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.
Allows another player to exhaust 1 planet to ready another.
Breakthrough
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.
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.
Exhaust a planet to ready another.
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.
Exhaust a planet to give your ships extra movement.
Other Components
Policy Cards
Once per action, after you exhaust an industrial or legendary planet you control, gain 1 commodity.
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.
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.
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.
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.
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