The Deepwrought Scholarate
Starting Units
Home System
- Ikatena
44
Commodities
3
Starting Technologies
During setup, research technology twice.
Faction Abilities
When ground forces are committed, if your units on that planet are not already coexisting, you may choose for your units to coexist.
You can coexist peacefully on planets with others.
When your units begin coexisting on a planet, gain an ocean card and ready it. Any time you have more ocean cards than there are planets that contain your coexisting units, discard ocean cards until you do not.
You gain special ocean cards while coexisting.
Flagship
This ship can move through systems that contain your units, even if other players' units are present; if it would, apply +1 to its move value for each of those systems.
Can move through systems with coexisting units.
SUSTAIN DAMAGE
Mech
When another player activates this system, if this unit is coexisting, you may move it and any of your infantry on its planet to a planet you control in your home system.
Can teleport units to the safety of your home system.
SUSTAIN DAMAGE · PRODUCTION 1
Monument
Other players' ships in this system do not trigger space combat. After this unit is removed from a planet, choose a player with ships in that system to resolve a space combat. Repeat this until it contains no more than 1 player's ships.
Leaders
When another player researches a technology:
You may exhaust this card to allow that player to ignore 1 prerequisite; if they do, you may place 1 infantry from your reinforcements into coexistence on a non-home planet they control.
Lets you coexist with others in exchange for helping research.
When another player spends resources to research a technology:
That player may reduce the cost by 1; if they do, gain 1 commodity or convert 1 of your commodities to a trade good.
Lets others pay you to reduce the cost of technology.
ACTION: Purge this card and a non-unit upgrade technology you own or from your deck; then, purge all cards with the same name owned by other players and in other players' decks.
Then, each player that purged a technology they owned researches another technology.
Lets you remove a technology from all players’ decks and game.
Faction Promissory Note
ACTION: Place this card faceup in your play area and gain 1 non-faction, non-unit upgrade technology that the Deepwrought player owns; place that technology on this card.
Return that technology to the deck and this card to the Deepwrought player at the end of the status phase.
Allows someone to borrow one of your techs.
Breakthrough
ACTION: Exhaust this card to allow each other player to spend 3 trade goods and give you 1 promissory note. Each player that does may research a non-faction, non-unit upgrade technology. You also gain each technology researched in this way.
Allow all players to research tech for a price.
Faction Technologies
At the start of the status phase, gain 1 trade good for each ocean card in play.
Gain trade goods for each ocean you control.
At the start of the status phase, you may replace one of your non-unit upgrade technologies with a technology of the same color that has exactly 1 more prerequisite.
Lets you replace your own technologies with better ones.
Other Components
Ocean Cards×5
- Deep Abyss 1 1
- Brine Pool 1 1
- Coral Reef 1 1
- Ice Shelf 1 1
- Lost Fleet 1 1