The Yin Brotherhood
Starting Units
Home System
- Darien
44
Commodities
2
Starting Technologies
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.
Faction Abilities
At the start of a ground combat, you may spend 2 influence to replace 1 of your opponent's participating infantry with 1 infantry from your reinforcements.
You can indoctrinate an enemy infantry, causing them to switch sides.
After each space battle round, you may destroy 1 of your cruisers or destroyers in the active system to produce 1 hit and assign it to 1 of your opponent's ships in that system.
You can sacrifice cruisers and destroyers to hit enemy ships after each combat round.
Flagship
When this ship is destroyed, destroy all ships in this system.
Explodes when destroyed, destroying all nearby ships.
SUSTAIN DAMAGE
Mech
DEPLOY: When you use your INDOCTRINATION faction ability, you may spend 1 additional influence to replace your opponent's unit with 1 mech instead of 1 infantry.
Can spend influence to place when indoctrinating.
SUSTAIN DAMAGE
You may use the Indoctrination ability on this planet without spending influence.
SUSTAIN DAMAGE
When you use INDOCTRINATION ability on this planet, you spend 1 less influence.
DEPLOY: When you use INDOCTRINATION ability, you may either spend 1 additional influence to instead replace 1 infantry with 1 mech, or spend 2 additional influence to instead replace 1 mech with 1 mech.
SUSTAIN DAMAGE
Monument
ACTION: Exhaust this card. Then, for every 2 infantry on this planet, move 1 of those infantry to any other planet you control.
PLANETARY SHIELD
ACTION: Exhaust this card to produce infantry on this planet up to its influence value, if able. Then, you may remove any number of infantry from this planet, gain 1 commodity for each unit removed.
PLANETARY SHIELD
Leaders
After a player's destroyer or cruiser is destroyed:
You may exhaust this card; if you do, that player may place up to 2 fighters from their reinforcements in that unit's system.
After a player's unit is destroyed during combat:
You may exhaust this card to allow that player to place 2 fighters in the destroyed unit's system if it was a ship, or 2 infantry on its planet if it was a ground force.
Can turn destroyed units into fighters and infantry.
This card satisfies a green technology prerequisite.
You may produce 1 additional infantry for their cost; these additional units do not count against your Production limit.
This card satisfies a green technology prerequisite.
When you research technology owned by another player, you may return 1 of your infantry to reinforcements to ignore all prerequisites.
Counts as a green technology and makes researching easier.
ACTION: For each planet that contains any number of your infantry, either ready that planet or place an equal number of infantry from your reinforcements on that planet.
Then, purge this card.
ACTION: Commit up to 3 infantry from your reinforcements to any non-home planets and resolve ground combats on those planets; players cannot use SPACE CANNON against these units.
Then, purge this card.
Initiates several invasions across the galaxy.
ACTION: Commit up to 3 infantry from your reinforcements to any non-home, non-legendary planets and resolve ground combats on those planets; other players cannot play action cards during this action.
Then, purge this card.
Faction Promissory Note
After a system is activated:
The Yin player cannot use faction abilities or faction technology during this tactical action.
Then, return this card to the Yin player.
At the start of a ground combat against 2 or more ground forces that are not controlled by the Yin player:
Replace 1 of your opponent's infantry with 1 infantry from your reinforcements.
Then, return this card to the Yin player.
Allows you to lend your indoctrination ability to others.
Breakthrough
When you gain this card or score a public objective, gain the alliance ability of a random, unused faction.
Gain random abilities from unused factions.
Faction Technologies
After 1 or more of your units use PRODUCTION, place 1 infantry from your reinforcements on a planet you control in that system.
Produces extra infantry when you use production.
After you produce units, place up to 2 infantry from your reinforcements on any planet you control or in any space area that contains 1 or more of your ships.
Produces extra infantry when you use production.
After you produce units, place up to 2 infantry from your reinforcements on any planet you control or in any space area that contains 1 or more of your ships.
After you produce units, place up to 2 infantry from your reinforcements on any planet you control or in any space area that contains 1 or more of your ships.
When you spend resources to research a technology, you may spend commodities as if they were resources.
At the start of a space combat, you may destroy 1 of your cruisers or destroyers in the active system to produce 1 hit against your opponent's ships; that hit must be assigned by your opponent to 1 of their non-fighter ships if able.
Can sacrifice ships to produce hits before combat begins.
ACTION: Exhaust this card, choose a system and destroy any number of your cruisers or destroyers in adjacent systems. Produce 1 hit for each ship you destroyed; your opponent must assign those hits to their ships in the chosen system, and must assign them to non-fighter ships, if able.
ACTION: Exhaust this card to choose a system. Destroy up to 3 of your cruisers or destroyers in that system. For each ship destroyed, produce 1 hit against another player's units in 1 adjacent system. That player must assign these hits to non-fighter ships, if able. Then, you may produce a number of infantry in your home system, up to the number of your ships destroyed.