The Empyrean
Starting Units
Home System
- The Dark
34
- Nebula
Commodities
4
Starting Technologies
After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token.
Your ships can retreat into adjacent systems that do not contain other players' units even if you do not have units or control planets in that system.
After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, you may explore that token.
Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.
Faction Abilities
After a player activates a system, you may allow that player to move their ships through systems that contain your ships.
You can let other players move through your ships.
During setup, take the additional Empyrean faction promissory note; you have 2 faction promissory notes.
You have an additional promissory note.
Flagship
After any player's unit in this system or an adjacent system uses SUSTAIN DAMAGE, you may spend 2 influence to repair that unit.
Can repair adjacent, damaged ships.
SUSTAIN DAMAGE
Mech
You may remove this unit from a system that contains or is adjacent to another player's units to cancel an action card played by that player.
Can sabotage neighbor’s cards.
SUSTAIN DAMAGE
Monument
This unit is placed in the space area of any non-Fracture, non-supernova system that does not contain planets, instead of on a planet.
If this unit is blockaded, destroy it.
PRODUCTION 1
Leaders
After a player moves ships into a system that does not contain any planets:
You may exhaust this card; that player gains 1 command token.
Gains command tokens for moving into empty space.
After another player moves ships into a system that contains 1 of your command tokens:
You may return that token to your reinforcements.
Frees up your units in a system when another player moves there.
ACTION: Place 1 frontier token in each system that does not contain any planets and does not already have a frontier token. Then, explore each frontier token that is in a system that contains 1 or more of your ships.
Then, purge this card.
Replenishes frontier tokens and explores any you have ships with.
Faction Promissory Notes
ACTION: Place this card faceup in your play area.
When you give a number of commodities to the Empyrean player equal to your maximum commodity value, you each gain 1 trade good.
If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.
Forms a pact with the Empyrean for votes or trade goods.
ACTION: Place this card faceup in your play area.
When you and the Empyrean player cast votes for the same outcome, cast 4 additional votes for that outcome.
If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.
Forms a pact with the Empyrean for votes or trade goods.
Breakthrough
When you activate a system that contains or is adjacent to a unit or planet you control, you may place or move 1 of your void tether tokens onto a border that system shares with another system; other players do not treat those systems as adjacent to each other unless you allow it.
Creates up to two impassible barriers between systems.
Faction Technologies
After a player moves ships into a system that contains 1 or more of your units, they must give you 1 promissory note from their hand, if able.
Players that move into your systems must give you a promissory note.
At any time, you may look at the top card of the frontier exploration deck. After you do, you may exhaust this card to shuffle the frontier exploration deck.
After a player moves ships into a system that contains 1 or more of your units, they must give you 1 promissory note from their hand, if able.
After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action.
You can give an extra move to ships moving near anomalies.
After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action.
Other Components
Tokens
- 2Void tether tokens