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C_action_cards.php
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<?php include "prefix.php"?>
<header>Action Cards</header>
<article>
<h1>Ancient Burial Sites</h1>
<ol class="note">
<li><i>Ancient Burial Sites</i> is played before the first agenda is revealed.</li>
<li>A player with zero cultural planets may be chosen.</li>
</ol>
<h1>Archaeological Expedition</h1>
<ol class="note">
<li>A player must control at least one planet with a trait to play and resolve <i>Archaeological Expedition</i>.</li>
</ol>
<h1>Assassinate Representative</h1>
<ol class="note">
<li>The chosen player may still play rider cards or use other abilities.</li>
</ol>
<h1>Blitz</h1>
<ol class="note">
<li>If the L1Z1X player plays <i>Blitz</i>, they may use the gained <sc>Bombardment</sc> ability of each of their non–fighter ships in the system when resolving their <sc>Harrow</sc> faction ability during that invasion.</li>
</ol>
<h1>Bribery</h1>
<ol class="note">
<li><i>Bribery</i> may be played after the speaker has abstained, or would vote if they are unable to.</li>
<li>A player may spend zero trade goods when they play <i>Bribery</i>.</li>
<li>A player must have cast votes for an outcome to play <i>Bribery</i>, and the additional votes must be cast for the same outcome.</li>
<li>The speaker may play <i>Distinguished Councilor</i> after another player plays <i>Bribery</i>.</li>
<li><i>Bribery</i> is played before any effects that change the outcome of an agenda.</li>
</ol>
<h1>Bunker</h1>
<ol class="note">
<li>The modifier will apply to bombardment rolls for each planet in the active system.</li>
<li>The modifier will apply to bombardment rolls made for the L1Z1X player’s <sc>Harrow</sc> faction ability during that invasion.</li>
</ol>
<h1>Confounding Legal Text</h1>
<ol class="note">
<li>Any predictions made on the outcome of the agenda resolve based on the newly elected player.</li>
<li><i>Confounding Legal Text</i> is played after any effects that allow a player to cast additional votes.</li>
<li><i>Confounding Legal Text</i> is played before <i>Deadly Plot</i> is played, before revealing the hidden agenda for the <i>Covert Legislation</i> agenda, and before the <i>Drive the Debate</i> objective may be scored.
<li><i>Confounding Legal Text</i> may be played after <i>Confusing Legal Text</i> is played.</li>
</ol>
<h1>Confusing Legal Text</h1>
<ol class="note">
<li>Any predictions made on the outcome of the agenda resolve based on the newly elected player.</li>
<li><i>Confusing Legal Text</i> is played after any effects that allow a player to cast additional votes.</li>
<li><i>Confusing Legal Text</i> is played before <i>Deadly Plot</i> is played, before revealing the hidden agenda for the <i>Covert Legislation</i> agenda, and before the <i>Drive the Debate</i> objective may be scored.
<li><i>Confusing Legal Text</i> may be played after <i>Confounding Legal Text</i> is played.</li>
</ol>
<h1>Construction Rider</h1>
<ol class="note">
<li>After playing a <i>Construction Rider</i>, a player may use additional abilities, including playing other rider cards.</li>
<ol><li>Any other riders may be played to predict the same or a different outcome.</li></ol>
<li>The effect of a successful <i>Construction Rider</i> will be resolved after the effect of the agenda.</li>
<li>A player who cannot vote may still play a <i>Construction Rider</i>.</li>
<li>If a player wishes to place a space dock, but there are none left in their reinforcements, they may remove a space dock from any system that does not contain one of their command tokens and place that instead.</li>
<li>The Saar player may play a <i>Construction Rider</i>, and may place a space dock in a system containing a planet they control if successful.</li>
<li>If a player successfully resolves a <i>Construction Rider</i> while they own the <i>Minister of Industry</i> law, they use the <sc>Production</sc> ability of their units in the system where they place their space dock. They may exhaust planets for resources, but those planets cannot be used to cast votes for the remainder of the agenda phase.</li>
</ol>
<h1>Counterstroke</h1>
<ol class="note">
</ol>
<h1>Coup D’etat</h1>
<ol class="note">
<li>The active player may still use any “at the end of your turn” abilities.</li>
</ol>
<h1>Courageous to the End</h1>
<ol class="note">
<li>Any combat roll modifiers will not apply to the dice roll for <i>Courageous to the End</i>.</li>
<li>Effects that cancel hits, such as <sc>Sustain Damage</sc>, cannot be used to prevent ships from being destroyed.</li>
</ol>
<h1>Cripple Defenses</h1>
<ol class="note">
<li>The chosen planet may have zero PDS on it.</li>
</ol>
<h1>Deadly Plot</h1>
<ol class="note">
<li>Any prediction made for a rider or similar ability is incorrect, and will not resolve.</li>
<li>A player cannot make the prediction that <i>Deadly Plot</i> will be played when they predict the outcome of an agenda.</li>
<li><i>Deadly Plot</i> is played after any effects that allow a player to cast additional votes, and after any effects that change the outcome of an agenda.</li>
<li><i>Deadly Plot</i> is played before revealing the hidden agenda for the <i>Covert Legislation</i> agenda, and before the <i>Drive the Debate</i> objective may be scored.
<li>If a player predicts multiple outcomes, they may play <i>Deadly Plot</i> regardless of which outcome would be resolved.</li>
<ol><li>If the Xxcha player uses their commander, Elder Qanoj, to vote for one outcome, when they have predicted another, they may play <i>Deadly Plot</i> regardless of which outcome would be resolved.</li></ol>
</ol>
<h1>Decoy Operation</h1>
<ol class="note">
<li>If a mech is damaged when it is removed, it will remain damaged when it is placed.</li>
</ol>
<h1>Diplomacy Rider</h1>
<ol class="note">
<li>The Mecatol Rex system may be chosen.</li>
<li>After playing a <i>Diplomacy Rider</i>, a player may use additional abilities, including playing other rider cards.</li>
<ol><li>Any other riders may be played to predict the same or a different outcome.</li></ol>
<li>The effect of a successful <i>Diplomacy Rider</i> will be resolved after the effect of the agenda.</li>
<li>A player who cannot vote may still play a <i>Diplomacy Rider</i>.</li>
</ol>
<h1>Diplomatic Pressure</h1>
<ol class="note">
<li>The target player chooses which promissory note they give.</li>
<li>A player cannot play a second <i>Diplomatic Pressure</i> targeting the same player during the same agenda.</li>
<ol>
<li>A player may play a second <i>Diplomatic Pressure</i> targeting a different player during the same agenda.</li>
<li>Another player may play a second <i>Diplomatic Pressure</i> targeting the same player during the same agenda.</li>
<li>A player may play a second <i>Diplomatic Pressure</i> targeting the same player during a later agenda.</li>
</ol>
</ol>
<h1>Direct Hit</h1>
<ol class="note">
<li>If multiple ships use their <sc>Sustain Damage</sc> ability, a <i>Direct Hit</i> may be played for each.</li>
<li>A <i>Direct Hit</i> may be used whenever hits produced by a player’s units or abilities are cancelled by a unit using its <sc>Sustain Damage</sc> ability.</li>
<li>When a player uses the <sc>Sustain Damage</sc> ability of one of their units, they do not have to decide if another of their units in the same combat will use its <sc>Sustain Damage</sc> ability until after their opponent has used or declined to use a <i>Direct Hit</i>.</li>
<li>When <i>Direct Hit</i> is used outside of combat, if used on a ship with capacity, then fighters and/or ground forces must immediately be removed from the space area to meet the capacity limit.</li>
<ol><li>For example, say a player has a dreadnought, a destroyer and a fighter in a system with no other units during the <b>Space Cannon Defense</b> step. During the <b>Roll Dice</b> step, two hits are produced against that player. They cancel one with the dreadnought’s <sc>Sustain Damage</sc> ability, but a <i>Direct Hit</i> is played to destroy it. The fighter in that system is immediately removed. The player must then assign the other produced hit to their destroyer.</li></ol>
<li>A mech cannot be destroyed by <i>Direct Hit</i>, unless a game effect causes the mech to be considered a ship.</li>
</ol>
<h1>Disable</h1>
<ol class="note">
<li>If the Ul player is targeted, their Hel–Titans will still participate in the ground combat during the current invasion.</li>
<li><i>Disable</i> has no effect on the <i>Magen Defense Grid Ω</i> technology.</li>
</ol>
<h1>Distinguished Councilor</h1>
<ol class="note">
<li>A player must have cast votes for an outcome to play <i>Distinguished Councilor</i>, and the additional votes must be cast for the same outcome.</li>
<li>A player may only play <i>Distinguished Councilor</i> after their normal vote, not after they cast additional votes at another point.</li>
<li>The speaker may play <i>Distinguished Councilor</i> after another player plays <i>Bribery</i>.</li>
<li><i>Distinguished Councilor</i> is played before any effects that change the outcome of an agenda.</li>
</ol>
<h1>Divert Funding</h1>
<ol class="note">
<li>A player must have at least one non–unit upgrade, non–faction technology to play and resolve <i>Divert Funding</i>.</li>
<li>A player must still meet the prerequisites for the technology they research.</li>
<ol><li>The returned technology does not count towards meeting the prerequisites.</li></ol>
<li>The researched technology may be a unit upgrade technology, and it may be a faction technology.</li>
<li>The researched technology cannot be the returned technology.</li>
<li>Other players must decide whether to play <i>Sabotage</i> before the player playing <i>Divert Funding</i> announces which technology they are researching.</li>
<li>If a player later gains the technology they returned, they gain it readied.</li>
</ol>
<h1>Economic Initiative</h1>
<ol class="note">
<li>A player with zero cultural planets may play <i>Economic Initiative</i>.</li>
</ol>
<h1>Emergency Repairs</h1>
<ol class="note">
<li>A player may play <i>Emergency Repairs</i> at the start of the first round of combat to repair ships damaged in a previous combat, or during the <b>Space Cannon Offense</b> step of the current action.</li>
</ol>
<h1>Experimental Battlestation</h1>
<ol class="note">
<li>The selected space dock will use the <sc>Space Cannon</sc> ability during the <b>Space Cannon Offense</b> step of the current tactical action.</li>
<li>Hits may only be assigned to the active player’s ships.</li>
<li><i>Experimental Battlestation</i> cannot be played if no ships are moved into the active system, even if the active player already has ships in that system.</li>
<ol>
<li>If ships are moved into the active system, ships that were already in that system may be assigned any hits produced.</li>
<li>If a ship is moved out of the active system and then back in, <i>Experimental Battlestation</i> may be played.</li>
<li>If all moving ships are lost to a gravity rift, and none arrive in the active system, <i>Experimental Battlestation</i> cannot be played.</li>
</ol>
<li><i>Experimental Battlestation</i> cannot be played if ships are moved outside of the <b>Move Ships</b> step, such as during a retreat, or while resolving the Mahact player’s <i>Benediction</i> hero ability.</li>
<li>The hits produced by the <i>Experimental Battlestation</i> space cannon rolls may be cancelled with <i>Maneuvering Jets</i>.
</ol>
<h1>Exploration Probe</h1>
<ol class="note">
<li>A player must have an exploration token in or adjacent to a system containing one or more of their ships to play and resolve <i>Exploration Probe</i>.</li>
</ol>
<h1>Fighter Conscription</h1>
<ol class="note">
<li>Only one fighter will be placed in a system containing both a space dock and a ship with capacity.</li>
<li>A player may place a fighter in a system that is at its capacity limit. If they do so, they must then remove a fighter or ground force from the space area of that system.</li>
</ol>
<h1>Fighter Prototype</h1>
<ol class="note">
</ol>
<h1>Fire Team</h1>
<ol class="note">
<li>Any modifiers on the original combat roll will apply to the reroll.</li>
</ol>
<h1>Flank Speed</h1>
<ol class="note">
<li>A second <i>Flank Speed</i> cannot be played to give +2 to the move value of each ship.</li>
<li>Cancelling <i>Flank Speed</i> will not cancel the system activation.</li>
</ol>
<h1>Focused Research</h1>
<ol class="note">
<li>A player cannot play <i>Focused Research</i> if they have less than four trade goods.</li>
<li>A player must still meet the prerequisites for the technology they research.</li>
<li>Other players must decide whether to play <i>Sabotage</i> before the player playing <i>Focused Research</i> announces which technology they are researching.</li>
</ol>
<h1>Forward Supply Base</h1>
<ol class="note">
</ol>
<h1>Frontline Deployment</h1>
<ol class="note">
<li>A player must control at least one planet to play and resolve <i>Frontline Deployment</i>.</li>
<li>All three infantry must be placed on a single planet.</li>
</ol>
<h1>Ghost Ship</h1>
<ol class="note">
<li>A player may place the destroyer in the Creuss gate (tile 17), the wormhole nexus, or any system with a printed wormhole or wormhole token.</li>
<ol><li>Placing the destroyer in the inactive wormhole nexus will cause it to flip to its active side.</li></ol>
<li>The destroyer cannot be placed in the home system of an eliminated player.</li>
<li>There must be an eligible system to place the destroyer in for a player to play and resolve <i>Ghost Ship</i>.</li>
<li>If a player wishes to place a destroyer, but there are none left in their reinforcements, they may remove a destroyer from any system that does not contain one of their command tokens and place that instead.</li>
</ol>
<h1>Ghost Squad</h1>
<ol class="note">
<li><i>Ghost Squad</i> is played after the active player has assigned which planet each of their ground forces are being committed to. They cannot modify this after <i>Ghost Squad</i> has been played.</li>
<li><i>Ghost Squad</i> may be played whenever ground forces are committed, such as from the Yin player’s <i>Quantum Dissemination Ω</i> hero ability.</li>
<ol><li><i>Ghost Squad</i> cannot be played in response to abilities that place ground forces on a planet without committing them, such as the <i>Colonial Redistribution</i> agenda.</li></ol>
<li>The Ul player cannot use <i>Ghost Squad</i> to move a Hel–Titan.</li>
<li>A player may move zero ground forces with <i>Ghost Squad</i>.</li>
</ol>
<h1>Hack Election</h1>
<ol class="note">
<li>The speaker will still vote last.</li>
<li>The Argent player will still vote before all other players.</li>
</ol>
<h1>Harness Energy</h1>
<ol class="note">
<li>If a player has their maximum number of commodities, they may still play <i>Harness Energy</i>. If they do, they will still trigger any “when [this] player replenishes commodities” effects, most notably the <i>Trade Agreement</i> promissory note.</li>
</ol>
<h1>Imperial Rider</h1>
<ol class="note">
<li>After playing an <i>Imperial Rider</i>, a player may use additional abilities, including playing other rider cards.</li>
<ol><li>Any other riders may be played to predict the same or a different outcome.</li></ol>
<li>The effect of a successful <i>Imperial Rider</i> will be resolved after the effect of the agenda.</li>
<li>A player who cannot vote may still play an <i>Imperial Rider</i>.</li>
</ol>
<h1>Impersonation</h1>
<ol class="note">
<li>A player cannot play <i>Impersonation</i> if they have less than three influence available.</li>
<li>A player with three secret objectives may draw a fourth, and then shuffle one of their unscored secret objectives into the secret objective deck.</li>
<ol><li>If a player has scored three secret objectives, they may use <i>Impersonation</i> to draw a secret objective, then immediately shuffle it into the secret objective deck.</li></ol>
</ol>
<h1>In The Silence Of Space</h1>
<ol class="note">
<li>Only the ships in the chosen system may move through systems that contain other players’ ships. Ships in other systems may still move to the active system if they are able to do so without moving through systems that contain other players’ ships.</li>
</ol>
<h1>Industrial Initiative</h1>
<ol class="note">
<li>A player with zero industrial planets may play <i>Industrial Initiative</i>.</li>
</ol>
<h1>Infiltrate</h1>
<ol class="note">
<li>If the L1Z1X player plays <i>Infiltrate</i> before they resolve their <sc>Assimilate</sc> ability, or vice versa, they will replace zero PDS and space docks with zero PDS and space docks when they resolve the latter ability.</li>
<li>If a player wishes to place a structure, but there are none of that type left in their reinforcements, they may remove a structure of that type from any system that does not contain one of their command tokens and place that instead. That player may make the choice for each structure.</li>
<ol><li>The Ul player will place each of their Hel Titan PDS undamaged.</li></ol>
</ol>
<h1>Insider Information</h1>
<ol class="note">
</ol>
<h1>Insubordination</h1>
<ol class="note">
<li><i>Insubordination</i> cannot target a player with zero command tokens in their tactic pool.</li>
</ol>
<h1>Intercept</h1>
<ol class="note">
<li>During the next round of combat, the targeted player may declare another retreat.</li>
<li><i>Intercept</i> cannot be played to prevent <i>Skilled Retreat</i> or the Naalu player’s <i>Foresight</i> faction ability.</li>
</ol>
<h1>Leadership Rider</h1>
<ol class="note">
<li>After playing a <i>Leadership Rider</i>, a player may use additional abilities, including playing other rider cards.</li>
<ol><li>Any other riders may be played to predict the same or a different outcome.</li></ol>
<li>The effect of a successful <i>Leadership Rider</i> will be resolved after the effect of the agenda.</li>
<li>A player who cannot vote may still play a <i>Leadership Rider</i>.</li>
</ol>
<h1>Lost Star Chart</h1>
<ol class="note">
<li>If the <i>Enforced Travel Ban</i> law is in play, <i>Lost Star Chart</i> will allow a player to move through wormholes during this action.</li>
<ol><li>A player may move from a system containing an alpha wormhole to a system containing an alpha wormhole, and similarly for beta wormholes.</li></ol>
<li>If the active system contains a beta wormhole, a player that has a unit with the <sc>Deep Space Cannon</sc> ability in an alpha wormhole may produce hits against ships in the active system during the <b>Space Cannon Offense</b> step of the tactical action, and vice versa.</li>
<li>A player may retreat from a system containing an alpha wormhole into a system containing a beta wormhole, and vice versa, during this action.</li>
<li>If a player has units or controls planets in a system with an alpha wormhole, and another player has units or controls planets in a system with a beta wormhole, then those two players are neighbors during this action.</li>
<ol><li>The Mentak player may use their <sc>Pillage</sc> ability against a player in this manner.</li></ol>
<li>A player moving a ship between two systems, both with alpha wormholes or both with beta wormholes, does not have to move through the wormhole, as the systems are adjacent. In particular, if one of those systems has the Ion Storm token, that player chooses if the Ion Storm token will flip.</li>
</ol>
<h1>Lucky Shot</h1>
<ol class="note">
<li>A player cannot use <i>Lucky Shot</i> against their own units.</li>
<li>Effects that cancel hits, such as <sc>Sustain Damage</sc>, cannot be used to prevent ships from being destroyed.</li>
</ol>
<h1>Maneuvering Jets</h1>
<ol class="note">
<li><i>Maneuvering Jets</i> cannot be used to cancel hits during combat.</li>
<li><i>Maneuvering Jets</i> may cancel hits produced during either the <b>Space Cannon Offense</b> or the <b>Space Cannon Defense</b> step.</li>
<li>A player cannot play a second <i>Maneuvering Jets</i> to cancel a second hit produced by the same Space Cannon roll.</li>
<ol>
<li>During the <b>Space Cannon Offense</b> step, each player makes their Space Cannon roll independent of each other player, in clockwise order. As such, a player may use one <i>Maneuvering Jets</i> after each other player makes a space cannon roll.</li>
<li>During the <b>Space Cannon Defense</b> step, the units on each planet make their Space Cannon roll independent of the units on each other planet. The active player chooses the order. As such, a player may use one <i>Maneuvering Jets</i> for each planet they are committing ground forces to.</li>
</ol>
<li><i>Maneuvering Jets</i> may cancel hits produced due to the <i>Experimental Battlestation</i> action card.</li>
</ol>
<h1>Manipulate Investments</h1>
<ol class="note">
<li>If a player still has a strategy card because of <i>Political Stability</i>, trade goods may be placed on that strategy card. However, those trade goods will remain on that strategy card until it is chosen from the common area.</li>
<ol><li>If a player takes the strategy card with trade goods on it from the player who played <i>Political Stability</i>, using the ability of the <i>Imperial Arbiter</i> law or similar, they will not gain the trade goods, which will remain on the strategy card.</li></ol>
</ol>
<h1>Master Plan</h1>
<ol class="note">
<li>Effects that trigger at the start or end of a player’s turn will not trigger between each of those player’s actions.</li>
</ol>
<h1>Mining Initiative</h1>
<ol class="note">
<li>A player must control at least one planet to play and resolve <i>Mining Initiative</i>.</li>
<li><i>Mining Initiative</i> does not exhaust the chosen planet.</li>
</ol>
<h1>Morale Boost</h1>
<ol class="note">
<li>The +1 will apply to any rerolls during the combat round.</li>
<li>A second <i>Morale Boost</i> cannot be played during a combat round to give +2 to the combat rolls of a player’s units.</li>
<li><i>Morale Boost</i> has no effect on anti–fighter barrage rolls.</li>
</ol>
<h1>Nav Suite</h1>
<ol class="note">
<li>Wormholes are not anomalies.</li>
<li>An anomaly will retain its regular effect if a player retreats.</li>
<li>A player may move ships through or into an asteroid field without the <i>Antimass Deflectors</i> technology. After moving into, those ships may remain there and move out during a later action without harm.</li>
<li>A player may move ships through or out of a gravity rift without rolling for removal. Those ships will not get +1 to their move value.</li>
<li>A player may move ships through a nebula. Ships moving out of a nebula retain their normal move value.</li>
<li>A player may move ships through or into a supernova. After moving into, those ships may remain there and move out during a later action without harm.</li>
<li>Other players cannot ignore the effect of anomalies during this tactical action.</li>
<ol><li>The Naalu player will still be affected by anomalies if they use their <sc>Foresight</sc> faction ability.</li></ol>
</ol>
<h1>Parley</h1>
<ol class="note">
<li>If a player commits ground forces to multiple planets, <i>Parley</i> will affect ground forces on only one planet.</li>
<li>The returned ground forces cannot be committed to another planet during the same tactical action.</li>
</ol>
<h1>Plagiarize</h1>
<ol class="note">
<li>A player cannot play <i>Plagiarize</i> if they have less than five influence available.</li>
<li>A player does not need to meet the prerequisites of the technology they gain from <i>Plagiarize</i>.</li>
<li>The active player must announce which technology they are gaining before other players decide whether to play a <i>Sabotage</i>.</li>
<li>If a faction has a faction–specific unit upgrade as one of their faction technologies, they cannot use <i>Plagiarize</i> to gain that unit upgrade.</li>
<ol><li>If a player’s neighbor owns a faction–specific unit upgrade, it cannot be chosen in order to gain the generic version of that unit upgrade by using <i>Plagiarize</i>.</li></ol>
</ol>
<h1>Plague</h1>
<ol class="note">
<li>A planet with zero infantry on it may be targeted by <i>Plague</i>.</li>
</ol>
<h1>Political Stability</h1>
<ol class="note">
<li>During the upcoming agenda phase, all abilities stay resolved in speaker order, not initiative order.</li>
<li>The strategy cards are readied when <i>Political Stability</i> is played.</li>
<li>The “Return Strategy Cards” step is the last step of the status phase. All other steps must be completed by all players before <i>Political Stability</i> may be played. This includes scoring and revealing objectives, drawing action cards (and discarding down to hand limit, if necessary), and gaining and redistributing command tokens.</li>
<ol><li>If a player draws <i>Political Stability</i> during the status phase, they may play it during the same phase.</li></ol>
</ol>
<h1>Politics Rider</h1>
<ol class="note">
<li>After playing a <i>Politics Rider</i>, a player may use additional abilities, including playing other rider cards.</li>
<ol><li>Any other riders may be played to predict the same or a different outcome.</li></ol>
<li>The effect of a successful <i>Politics Rider</i> will be resolved after the effect of the agenda.</li>
<li>A player who cannot vote may still play a <i>Politics Rider</i>.</li>
</ol>
<h1>Public Disgrace</h1>
<ol class="note">
<li>If the originally chosen strategy card has trade goods on it, those will not be taken if <i>Public Disgrace</i> is played.</li>
<li><i>Public Disgrace</i> may only be played during the regular choosing of a strategy card during the strategy phase. It cannot be played when other effects cause a player to take a strategy card, such as the <i>Imperial Arbiter</i> agenda.</li>
</ol>
<h1>Rally</h1>
<ol class="note">
</ol>
<h1>Reactor Meltdown</h1>
<ol class="note">
<li>A player cannot destroy their own space dock with <i>Reactor Meltdown</i>.</li>
<li>At least one space dock belonging to another player must exist on the game board in a non–home system for a player to play and resolve <i>Reactor Meltdown</i>.</li>
<li>If a player owns a space dock in another player’s home system, that space dock cannot be targeted by <i>Reactor Meltdown</i>.</li>
<ol><li>A space dock in an eliminated player’s home system cannot be targeted.</li></ol>
</ol>
<h1>Refit Troops</h1>
<ol class="note">
<li>A player must have at least one infantry on the game board to play and resolve <i>Refit Troops</i>.</li>
<li>If a player has no mechs left in their reinforcements, they may remove a mech from any system that does not contain one of their command tokens and place that instead. The mech will be placed undamaged.</li>
</ol>
<h1>Reflective Shielding</h1>
<ol class="note">
<li>If <i>Reflective Shielding</i> is played after a ship uses its <sc>Sustain Damage</sc> ability during an <b>Assign Hits</b> step, then the hits produced by <i>Reflective Shielding</i> are added to any other hits produced in the immediately proceeding <b>Roll Dice</b> step.</li>
<ol><li>A unit that used its <sc>Sustain Damage</sc> ability to cancel some of those other hits, and been repaired, cannot use its <sc>Sustain Damage</sc> ability again to cancel the hits produced by <i>Reflective Shielding</i>.</li></ol>
<li>If <i>Reflective Shielding</i> is played after a ship uses its <sc>Sustain Damage</sc> ability at any other time during combat (for example, when the Creuss player uses their <i>Dimensional Splicer</i> faction technology ability), the hits are assigned immediately.</li>
</ol>
<h1>Reparations</h1>
<ol class="note">
<li><i>Reparations</i> may be played by a player with no exhausted planets, or when they lose control of a planet to a player with no readied planets.</li>
<ol><li><i>Reparations</i> cannot be played by a player with no exhausted planets when they lose control of a planet to a player with no readied planets.</li></ol>
</ol>
<h1>Repeal Law</h1>
<ol class="note">
<li>There must be at least one law in play for a player to play and resolve <i>Repeal Law</i>.</li>
</ol>
<h1>Reveal Prototype</h1>
<ol class="note">
<li>A player must still meet the prerequisites for the technology they research.</li>
<li>A player cannot play <i>Reveal Prototype</i> if they have less than four resources available.</li>
<li>A player cannot play <i>Reveal Prototype</i> if they already own the unit upgrade technology for each unit they have in the combat.</li>
<li>Other players must decide whether to play <i>Sabotage</i> before the player playing <i>Reveal Prototype</i> announces which technology they are researching.</li>
</ol>
<h1>Reverse Engineer</h1>
<ol class="note">
<li><i>Reverse Engineer</i> may be played if the action card is discarded after being played or cancelled, if it is discarded due to hand size limits, or if it is discarded for another game effect.</li>
<li>It is public knowlege which action cards a player takes using <i>Reverse Engineer</i>.</li>
</ol>
<h1>Rise of a Messiah</h1>
<ol class="note">
<li>A player that controls zero planets may play <i>Rise of a Messiah</i>.</li>
</ol>
<h1>Rout</h1>
<ol class="note">
<li>A player cannot announce a retreat if there is not at least one eligible system to retreat to.</li>
<li>A player cannot announce a retreat from the space combat initiated by the Mahact player’s <i>Benediction</i> hero ability.</li>
</ol>
<h1>Sabotage</h1>
<ol class="note">
<li>If a player has a second copy of an action card, they may play it if the first was cancelled by <i>Sabotage</i>.</li>
<li>If an action card is cancelled by <i>Sabotage</i>, no costs are paid.</li>
<li>A player playing an action card announces the following before <i>Sabotage</i> may be played:</li>
<ol>
<li>Any targeted planets, system, units, players, cards, outcomes, and/or other such objects.</li>
<li>The value of any variable cost to be paid.</li>
</ol>
<li>Any dice are rolled and any cards are drawn only after all other players has declined to play <i>Sabotage</i>.</li>
<li>If an action card instructs a player to research a technology, that player need not announce what technology they are researching until all other players has declined to play <i>Sabotage</i>.</li>
<li>If an action card is played that will have an effect later, such as a rider, that card may only be cancelled by <i>Sabotage</i> when it is originally played.</li>
<li>If the action card that was cancelled by <i>Sabotage</i> was to be used to perform a component action, the active player must perform a different action, or pass.</li>
<ol><li>If the component action was to be the second action the active player was to perform on their turn, through an effect such as the <i>Fleet Logistics</i> technology, the active player may end their turn without performing a second action and without passing.</li></ol>
</ol>
<h1>Salvage</h1>
<ol class="note">
<li>The active player may perform transactions after <i>Salvage</i> is played and before it resolves.</li>
</ol>
<h1>Sanction</h1>
<ol class="note">
<li>After playing a <i>Sanction</i>, a player may use additional abilities, including playing rider cards.</li>
<ol><li>Any riders may be played to predict the same or a different outcome.</li></ol>
<li>The effect of a successful <i>Sanction</i> will be resolved after the effect of the agenda.</li>
<li>A player who cannot vote may still play a <i>Sanction</i>.</li>
</ol>
<h1>Scramble Frequency</h1>
<ol class="note">
</ol>
<h1>Scuttle</h1>
<ol class="note">
<li>A player must have at least one non–fighter ship on the game board to play and resolve <i>Scuttle</i>.</li>
</ol>
<h1>Seize Artifact</h1>
<ol class="note">
<li>A player must have at least one neighbor with at least one relic fragment to play and resolve <i>Seize Artifact</i>.</li>
</ol>
<h1>Shields Holding</h1>
<ol class="note">
<li><i>Shields Holding</i> cannot be used to cancel hits produced by <sc>Space Cannon</sc> abilities.</li>
<li><i>Shields Holding</i> cannot be used to prevent an effect that directly destroys a unit.</li>
<li><i>Shields Holding</i> cannot be used during ground combat.</li>
<li><i>Shields Holding</i> may be used to cancel hits produced by any ability during space combat.</li>
<ol><li><i>Shields Holding</i> may be used to cancel hits produced by an anti–fighter barrage roll.</li></ol>
<li>A player cannot play a second <i>Shields Holding</i> to cancel a second pair of hits produced by the same dice roll or other source.</li>
</ol>
<h1>Signal Jamming</h1>
<ol class="note">
<li>The Mecatol Rex system may be chosen.</li>
<li>A command token cannot be placed in an eliminated player’s home system.</li>
</ol>
<h1>Skilled Retreat</h1>
<ol class="note">
<li>Using <i>Skilled Retreat</i> is not a retreat. As such, it cannot be cancelled with the <i>Intercept</i> action card.</li>
<li>A player may use <i>Skilled Retreat</i> to move into a system that does not contain their ships, as long as it does not contain another player’s ships.</li>
<li>A player cannot use <i>Skilled Retreat</i> to move into a nebula.</li>
<li>Fighters are moved without being transported. Ground forces may be transported.</li>
<li>After moving, capacity and fleet pool limits apply in the destination system.</li>
<li>If the destination system already contains a player’s command token, no command token is placed.</li>
<li>If a player has no command tokens in their reinforcements, they must take one from any pool of their command sheet and place that instead.</li>
</ol>
<h1>Solar Flare</h1>
<ol class="note">
<li>The active player may still use the <sc>Space Cannon</sc> ability of their units.</li>
<li>During the <b>Space Cannon Defense</b> step of an invasion during the same tactical action, other players may use the <sc>Space Cannon</sc> ability of their units.</li>
<li>Another player cannot play <i>Experimental Battlestation</i> during this tactical action.</li>
</ol>
<h1>Spy</h1>
<ol class="note">
<li><i>Spy</i> cannot target a player with zero action cards in their hand.</li>
</ol>
<h1>Summit</h1>
<ol class="note">
</ol>
<h1>Tactical Bombardment</h1>
<ol class="note">
<li>A player must have at least one unit with the <sc>Bombardment</sc> ability to play and resolve <i>Tactical Bombardment</i>.</li>
<li>A player may select a system that contains zero readied planets controlled by other players.</li>
</ol>
<h1>Technology Rider</h1>
<ol class="note">
<li>After playing a <i>Technology Rider</i>, a player may use additional abilities, including playing other rider cards.</li>
<ol><li>Any other riders may be played to predict the same or a different outcome.</li></ol>
<li>The effect of a successful <i>Technology Rider</i> will be resolved after the effect of the agenda.</li>
<li>A player who cannot vote may still play a <i>Technology Rider</i>.</li>
<li>A player must still meet the prerequisites for the technology they research.</li>
<ol>
<li>A player may exhaust a planet with a technology specialty to ignore a prerequisite on a technology as normal. This planet will ready at the end of the agenda phase.</li>
<li>A player may exhaust the <i>AI Development Algorithm</i> technology to ignore a prerequisite on a unit upgrade technology as normal. <i>AI Development Algorithm</i> will not ready at the end of the agenda phase.</li>
</ol>
</ol>
<h1>Trade Rider</h1>
<ol class="note">
<li>After playing a <i>Trade Rider</i>, a player may use additional abilities, including playing other rider cards.</li>
<ol><li>Any other riders may be played to predict the same or a different outcome.</li></ol>
<li>The effect of a successful <i>Trade Rider</i> will be resolved after the effect of the agenda.</li>
<li>A player who cannot vote may still play a <i>Trade Rider</i>.</li>
</ol>
<h1>Unexpected Action</h1>
<ol class="note">
<li><i>Unexpected Action</i> cannot be played by a player with zero command tokens on the game board.</li>
</ol>
<h1>Unstable Planet</h1>
<ol class="note">
<li>A player may select an exhausted planet, and they may select a planet with fewer than three infantry on it (including zero).</li>
<li>If the selected planet has three or fewer infantry on it, all infantry will be destroyed. Otherwise, three infantry will be destroyed.</li>
</ol>
<h1>Upgrade</h1>
<ol class="note">
<li>The cruiser must be in the system when it is activated for <i>Upgrade</i> to be played. <i>Upgrade</i> cannot be played if the cruiser is moved into the active system later in the turn.</li>
<li>A player must have at least one cruiser in the active system to play and resolve <i>Upgrade</i>.</li>
<li>If a player wishes to place a dreadnought, but there are none left in their reinforcements, they may remove a dreadnought from any system that does not contain one of their command tokens and place that instead. This dreadnought will be placed undamaged.</li>
</ol>
<h1>Uprising</h1>
<ol class="note">
<li><i>Uprising</i> cannot be played if all planets owned by each other player is exhausted.</li>
<li><i>Uprising</i> cannot target an exhausted planet.</li>
</ol>
<h1>Veto</h1>
<ol class="note">
<li><i>Veto</i>, the Xxcha <sc>Quash</sc> faction ability, the Xxcha <i>Political Favor</i> promissory note, and the <i>Political Secret</i> promissory note are all played in the same timing window, before the rider timing window.</li>
<ol><li>If <i>Veto</i> is used after any <i>Political Secret</i> promissory notes have been played, those are immediately returned and will have no effect on the replacement agenda.</li></ol>
<li>Each agenda is considered separate for the purpose of limiting each pair of players to one transaction per agenda.</li>
<li>A second <i>Veto</i> may be used on the replacement agenda.</li>
</ol>
<h1>War Effort</h1>
<ol class="note">
<li>If a player wishes to place a cruiser, but there are none left in their reinforcements, they may remove a cruiser from any system that does not contain one of their command tokens and place that instead. This cruiser will be placed undamaged.</li>
</ol>
<h1>War Machine</h1>
<ol class="note">
<li>A second <i>War Machine</i> cannot be played during use of production to give +8 to the total production value and/or to reduce the combined cost of the produced units by 2.</li>
<li><i>War Machine</i> may only be used by effects that cause a unit to use its <sc>Production</sc> ability. It cannot be used for other effects that produce units.</li>
</ol>
<h1>Warfare Rider</h1>
<ol class="note">
<li>After playing a <i>Warfare Rider</i>, a player may use additional abilities, including playing other rider cards.</li>
<ol><li>Any other riders may be played to predict the same or a different outcome.</li></ol>
<li>The effect of a successful <i>Warfare Rider</i> will be resolved after the effect of the agenda.</li>
<li>A player who cannot vote may still play a <i>Warfare Rider</i>.</li>
<li>If a player wishes to place a dreadnought, but there are none in their reinforcements, they may remove a dreadnought from any system that does not contain one of their command tokens and place that instead. This dreadnought will be placed undamaged.</li>
</ol>
<h1>Waylay</h1>
<ol class="note">
<li>A ship with the <sc>Sustain Damage</sc> ability may cancel a hit produced by an anti–fighter barrage roll if <i>Waylay</i> causes that ship to be eligible to be hit.</li>
</ol>
</article>
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