Savages of Cymiae
Starting Units
Home System
- Cymiae
31
Commodities
3
Starting Technologies
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.
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
When you would draw 1 or more action cards, you may draw 1 less card to either choose 1 card from the action card discard pile and add it to your hand, or place 1 infantry from your reinforcements on a planet you control.
When you draw action cards you can draw from the discard pile instead.
After you add an action card from the discard pile to your hand using your AUTONETIC MEMORY faction ability, you must discard 1 action card. After you fully resolve an action card's ability text, purge that card instead of discarding it.
You purge played action cards.
Faction Units
Flagship
After you win a combat in this system, you may take 1 of your opponent's action cards, at random.
When you win combats, you can steal action cards.
SUSTAIN DAMAGE
Mech
At the start of each ground combat round, if this planet contains no more than 1 of your mechs, repair this unit.
Repairs at the start of each round of combat.
SUSTAIN DAMAGE
Monument
When another player activates this system they must discard 1 action card, if able.
Leaders
When a player discards or purges an action card:
You may exhaust this card to allow that player to draw 1 action card.
Can draw an action card after discarding or purging one.
After you gain control of a planet during a tactical action:
You may discard 1 action card to place or move 1 mech onto that planet.
Discard action cards to place or move mechs.
ACTION: Draw and reveal a number of action cards from the action card deck equal to 1 more than the number of players in the game, give 1 to each other player in the game and keep the rest; each other player must discard 1 action card. Then, purge this card.
Draw action cards, give some away, and force others to discard.
Faction Promissory Note
ACTION: Choose 1 action card from the action card discard pile and add it to your hand.
Then, purge this card.
Allows another player to take an action card from the discard pile.
Breakthrough
After you win a combat, you may purge 1 of your promissory notes from your hand to move 1 other player's command token in the active system to an adjacent system, or gain 2 trade goods.
ACTION: Exhaust this card to discard the top 3 cards of the action card deck.
Faction Technologies
Savages of Cymiae Infantry
After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your turn, place each unit that is on this card on a planet you control, if able.
Your infantry can regenerate on your front lines.
Savages of Cymiae Infantry
After this unit is destroyed, roll 1 die. If the result is 6-10, capture it. At the start of your turn, you may place captured infantry in your home system, on a planet you control or in a space area with a war sun.
When you gain control of a planet, if you have more infantry on that planet than its resource value, gain that planet readied.
At the start of your turn, you may exhaust this card to choose 1 non-home system other than Mecatol Rex that contains 1 or more of your units; place 1 other player's command token from their reinforcements in that system.
Place another player’s command token in an adjacent system.