1
Select Strategy card
In turn order starting with Speaker, each player selects one available Strategy card
2
Place Bonus counters
After all selections, Speaker places a Bonus counter on all unused Strategy cards except one
3
Collect Bonus counter rewards
When selecting a Strategy card with Bonus counters, immediately exchange each for either 2 Trade Goods or 1 Command counter
4
Perform one action
On your turn, execute one of the following action types:
5
Activate system
Spend a Command counter from Command Pool to activate a system
6
Move ships
Move eligible ships into the activated system
7
Resolve PDS fire
After movement, PDS units in range may fire at enemy units
8
Initiate Space Battle
If enemy ships present, conduct combat
9
Land Ground Forces
Transport troops to planets
10
Resolve Domain counters
When landing on neutral planets with Distant Suns, reveal and resolve counters
11
Conduct Invasion Combat
Battle enemy ground forces on planets
12
Produce units
Build new units at Space Docks in the system
13
Resolve combat rounds
Fight two rounds of Space Battle (three rounds if Admiral present)
14
Calculate strength
After all rounds, tally surviving spaceship Strength values
15
Determine winner
Player with highest total strength wins; defender wins ties
16
Retreat losing fleet
Losing player must retreat to previously activated system with no enemy ships, or activate adjacent unactivated system with no enemy units
17
Destroy trapped fleet
If no retreat options available or chosen, fleet is immediately destroyed
18
Build without exhausting
When producing on a planet, players need not exhaust it first
19
Produce Ground Forces/Fighters efficiently
At cost of 1 resource, produce up to 2 Ground Forces and/or Fighters (requires 2 Production points)
20
Respect Space Dock timing
Cannot produce a Space Dock on a planet the same activation it was captured; new Space Docks cannot produce during their construction activation
21
Carry any transportable unit
Capacity allows carrying Ground Forces, Shock Troopers, Fighters, PDS, and Mechanized Units
22
Maintain capacity limits
Outside Space Battle, transportable units in a system's space area cannot exceed combined Capacity of your spaceships there
23
Account for heavy units
Mechanized Units require 2 Capacity when carried
24
Cancel agreements on conflict
Trade agreements are canceled when Ground Invasion, Space Battle, or PDS attack is initiated
25
Choose PDS fire
Player may decide whether to perform PDS attack (which cancels trade agreements)
26
Show Political cards
When Assembly Primary Ability is executed, each player shows the active player one Political card for selection
27
Replenish chosen card
Player whose card was selected draws a new Political card
28
Discard instead of Trade Goods
May discard Political cards instead of Trade Goods when needed, maintaining minimum 2 cards in hand
29
Deploy Leaders as action
Discard a Command counter from Strategy Allocation to place a Leader on any friendly planet or spaceship
30
Admiral abilities
On spaceships, can deploy Space Mines at end of production step for 1 Resource; discard to re-roll any 3 dice during Space Battle
31
Agent abilities
Nullifies enemy Leader abilities in same System; discard instead of playing Sabotage Action card
32
Diplomat abilities
On planets, prevents all Planetary Bombardments in System; on spaceships, discard to pass through or allow enemy fleet to pass
33
General abilities
On planets, Ground Forces become Shock Troopers on 9+ (instead of 10); discard after successful combat to place 4 Ground Forces
34
Scientist abilities
On spaceships, fleet moves at fastest ship's speed; discard when acquiring technology to ignore 1 prerequisite
35
Recover lost Leaders
When a Leader is lost, return during Status Phase
36
Gain rewards for killing Leaders
After winning combat where enemy Leader was lost, gain 2 Political cards (or 2 Trade Goods with Political Strategy cards)
37
Dreadnought combat
Rolls 2 dice in Space Battle; each hit reduces dice rolled by 1
38
WarSun requirements
Requires 2 Command counters in Fleet Supply; may absorb 3 hits with each reducing combat dice by 1
39
Shock Troop conversion
Ground Forces become Shock Troopers on natural roll of 10 during Invasion Combat
40
Sabotage cancellation
Sabotage Action cards may cancel other Sabotage Action cards
41
Lazax Planet rewards
Capturing Mecatol Rex or real Artifact planets from another player via invasion rewards 1 Command counter to place anywhere on Race sheet
42
Trade Stations
During Status Phase, exhaust Trade Station plus 3 other unexhausted planets to receive Trade Goods equal to their Resources value
43
Race-Specific Technologies
(Except Nekro Virus) Automatically receive race technologies for free when any player's Victory Points equal the printed cost