The Universities of Jol-Nar
Starting Units
Home System
- Jol
12
- Nar
23
Commodities
4
Starting Technologies
Your ships can move into and through asteroid fields.
When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
Your ships can move into and through asteroid fields and retain their printed Move value when moving out of nebulae.
When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
Your ships can move into and through asteroid fields.
When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll.
If you announce a retreat, your opponent applies -2 to the result of each of their combat rolls during this combat round.
When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
When you produce units, reduce the combined cost of the produced units by 1, plus an additional 1 for every 10 of the combined cost.
After you perform a tactical action, you may repair 1 of your units in the active system.
When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
During your turn, when a space dock in your home system uses PRODUCTION, you may exhaust this card to reduce the combined cost of the produced units by 1 for each of your space docks on a planet in home systems.
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 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those units may roll 1 additional die.
When 1 or more of your units use unit abilities, 1 of those units may roll 1 additional die.
When the result of your non-fighter ships' combat rolls exceeds that ship's combat value by 3 or more, your opponent cannot assign that hit to a fighter unless they first destroy 1 of their fighters in the active system.
When your units make a roll for a unit ability, you may choose 1 of those units to roll 1 additional die.
Faction Abilities
Apply -1 to the result of each of your unit's combat rolls.
All of your units are slightly worse at combat.
When you spend a command token to resolve the secondary ability of the "Technology" strategy card, you may resolve the primary ability instead.
You can research additional tech at a lower cost.
When you research a technology that is not a unit upgrade technology, you may ignore 1 prerequisite.
You can ignore a prerequisite on non-unit upgrade tech.
Flagship
When making a combat roll for this ship, each result of 9 or 10, before applying modifiers, produces 2 additional hits.
Produces extra hits when it rolls a 9 or a 10.
SUSTAIN DAMAGE
Mech
Your infantry on this planet are not affected by your FRAGILE faction ability.
Strengthens your infantry on its planet.
SUSTAIN DAMAGE
Monument
After an agenda outcome you voted for or predicted is resolved:
Place up to 2 infantry on a planet you control in this system.
When a player gains technology that you own, you may allow them to move 1 of their infantry on the game board into coexistence onto this planet. They may use this planet's technology specialty without exhausting it.
When you exhaust this planet to cast votes, you may cast 2 additional votes for each coexisting unit on this planet and 1 additional vote for each system adjacent to this planet that contains no ships.
PLANETARY SHIELD
Leaders
When a player spends resources to research:
You may exhaust this card to allow that player to remove any number of their infantry from the game board. For each unit removed, reduce the resources spent by 1.
Can sacrifice infantry instead of spending resources to research.
After you roll dice for a unit ability:
You may reroll any of those dice.
Rerolls dice for units abilities.
After you roll dice for a unit ability:
You may reroll any of those dice.
Rerolls dice for units abilities.
ACTION: For each non-unit upgrade technology you own, you may replace that technology with any technology of the same color from the deck.
Then, purge this card.
Lets you change which tech you researched within each color.
Faction Promissory Note
After the Jol-Nar player researches a technology that is not a faction technology:
Gain that technology.
Then, return this card to the Jol-Nar player.
Allows others to gain tech when you research.
Breakthrough
When you research technology using the "Technology" strategy card, you may exhaust a planet that has a technology specialty instead of spending resources; if you do, you must research a technology of that color.
You can pay for tech using tech specialties.
Faction Technologies
After another player activates a system that contains 1 or more of your ships, gain 4 trade goods.
Gain trade goods when others activate your systems.
When another player moves ships into a system that contains 1 or more of your structures, gain trade goods equal to the number of non-fighter ships that moved into that system.
After another player activates a system that contains 1 or more of your ships, gain 3 trade goods.
You may exhaust this card after you activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.
Allows you to warp between systems with your units.
During your tactical actions, you may treat systems that contain 1 or more of your space docks as adjacent.
You may exhaust this card after a player activates a system; treat each of your unit as if they were adjacent to systems that contain your structures during this tactical action.