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THE STRATEGY PHASE

:: Starting with the SPEAKER, each player in clockwise order must chose one card ::

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This determines order of play during the action phase as well as give important abilities which must be played as an action at some point during the ACTION PHASE.
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:: Any remaining STRATEGY cards that have not been chosen receive a BONUS COUNTER. When a card with bonus counters is picked by a player, he immediately receives either a TRADE GOOD or COMMAND COUNTER for each bonus counter and places them on his RACE SHEET.
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GAME OPTION :: In 3-4 player games each player gets 2 STRATEGY cards. The lowest card is always used for initiative but players may play each STRATEGY card in any order. Both STRATEGY cards have to be played during the ACTION PHASE.​

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STRATEGY CARDS DESCRIPTION (ORIGINAL)

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1. INITIATIVE

SPECIAL
After selecting this Strategy Card, claim the Speaker Token. During the Action Phase, you do not have to pay Command Counters from your Strategy Allocation area in order to execute the secondary ability of Strategy Cards.

You may not select the Initiative Strategy during the next Strategy Phase.

You do not take a Strategic Action during the Action Phase this round.

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2. DIPLOMACY I

PRIMARY ABILITY - DIPLOMATIC ENVOY
Name an opponent. for the remainder of this phase, neither you nor that opponent may activate a system containing units of the other player (including Ground Forces and PDS).

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SECONDARY ABILITY - ECONOMIC STIMULUS
Spend one Command Counter from your Strategy Allocation area to refresh up to two of your exhausted (non-Home System) Planet Cards.

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3. POLITICAL

PRIMARY ABILITY - THE GALACTIC COUNCIL
Draw three Action Cards and receive on Command Counter from your reinforcements. Then draw the top card of the Political Deck and resolve its agenda. After completing the agenda, draw the top three cards of the Political Deck, secretly read them, and then place one card face down on the top of the deck and the rest face down on the bottom of the deck.

 

SECONDARY ABILITY - SEEK DESTINY
Spend one Command Counter from your Strategy Allocation area to draw one Action Card.

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4. LOGISTICS

PRIMARY ABILITY - COMPREHENSIVE OPERATIONS
Receive 4 Command Counters from your reinforcements.

 

SECONDARY ABILITY - DOMESTIC MANDATE
You may spend influence to receive Command Counters from your reinforcements. You receive 1 Command Counter for every 3 influence you spend.

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5. TRADE I

PRIMARY ABILITY - THE MERCHANT'S GUILD
Choose either a) or b)

a. Immediately receive 3 Trade Goods. Then receive Trade Goods for your active Trade Agreements. Finally, open trade negociations among all players. You must approve all new trade agreements.

b. All Trade Agreement are cancelled. Return all Trade Contracts to their owners.

 

SECONDARY ABILITY - COMMERCE
Spend one Command Counter from your Strategy Allocation area to receive Trade Goods for your active Trade Agreements.

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6. WARFARE I

PRIMARY ABILITY - MAJOR OFFENSIVE
Immediately retrieve one of your Command Counters from the board and place it back in your Command Pool.

 

SECONDARY ABILITY - ABILITY PATROLS
Spend one Command Counter from your Strategy Allocation area to choose one or two of your Destroyer/Cruiser units anywhere on the board. Each unit may now move to an adjacent empty (non-Home) system. Then place one of your Command Counters from your reinforcements in each destination system.

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7. TECHNOLOGY I

PRIMARY ABILITY - TECHNOLOGICAL BREAKTHROUGH
Receive one Technology advance (for which you have the necessary prerequisites).

 

SECONDARY ABILITY - RESEARCH AND DEVELOPMENT
Spend one Command Counter from your Strategy Allocation area and spend 8 resources to receive on Technology advance (for which you have the necessary prerequisites).

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8. IMPERIAL

PRIMARY ABILITY - IMPERIAL CLAIM
Draw the top card from the Objective Deck and place it face up in the common play area. Then receive 2 Vicoty Points.

 

SECONDARY ABILITY - RAPID MOBILIZATION
Spend one Command Counter from your Strategy Allocation area to immediately build units in one of your systems containing one or more friendly Space Docks, even if you have activated the system already. Building units here does not activate the system.

STRATEGY CARDS - SHATTERED EMPIRE

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1. LEADERSHIP

PRIMARY ABILITY - TAKE CHARGE
Receive 3 Command Counters from your reinforcements. You may then immediately use this card's secondary ability.

 

SECONDARY ABILITY - MASTERFUL TACTICIAN
You may spend influence to purchase Command Counters from your reinforcements. You receive 1 Command Counter for every 2 influence you spend.

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2. DIPLOMACY II

PRIMARY ABILITY - DEMILITARIZED ZONE
Choose either a. or b.

a. Choose one system containing a planet you control. Each opponent must place one of his Command Counters into the system from his reinforcements.

b. Execute the secondary ability of this card without paying a Command Counter or any influence.

 

SECONDARY ABILITY - PEACEFUL ANNEXATION
Spend one Command Counter from your Strategy Allocation area and 3 influence to claim an empty planet adjacent to a system you control. Place your Control Marker on the planet.

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3. ASSEMBLY I

PRIMARY ABILITY - SENATE
Draw 1 Political card and 2 Action cards. Then choose either a. or b. You may not choose option a. if you are the Speaker.

a. Claim the Speaker Token and choose one other player to play a Political Card and resolve its agenda.

b. Choose one other player to claim the Speaker Token. Play a Political Card from your hand and resolve its agenda.

 

SECONDARY ABILITY - MORALE BOOST
Spend one Command Counter from your Strategy Allocation area to refresh any number of your Planet Cards with total combined resource and influence of 6 or less.

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4. PRODUCTION

PRIMARY ABILITY - TIGHT DEADLINES
Immediately build units in one of your systems containing one or more friendly Space Docks, receiving 2 additional resources with which to build, even if you have activated this system already. Building units here does not activate the system.

 

SECONDARY ABILITY - DOUBLE EFFORTS
Spend 1 Command Counter from your Strategy Allocation area to immediately build up to 3 units in one of your systems containing one or more friendly Space Docks, even if you have activated this system already. Building units here does not activate the system.

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5. TRADE II

PRIMARY ABILITY - FREE TRADE
Receive 3 Trade Goods or cancel up to 2 trade agreements (you may not cancel Hacan Trade Agreements).

Then all players receive Trade Goods from their active Trade Agreements. Players who are not the active player receive 1 fewer total Trade Goods.

Finally, open trade negotiations among all players. You must approve all new trade agreements.

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6. WARFARE II

PRIMARY ABILITY - HIGH ALERT
Place the High Alert toekn in a system. Your ships in the system with the token gain +1 movement and +1 on all combat rolls. If you move any ships from this system, you may move the token with them. Remove the token from the board at the start of the next Status Phase.

 

SECONDARY ABILITY - REINFORCE
Spend one Command Counter from your Strategy Allocation area to move up to two of your ships from unactivated systems into any adjacent systems you control. This does not activate the destination system(s).

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7. TECHNOLOGY II

PRIMARY ABILITY - TECHNOLOGICAL FOCUS
Receive one Technology advance. You may then buy a second Technology advance at the cost of 8 resources. You must have the necessary prerequisites for each Technology.

 

SECONDARY ABILITY - ADVANCED DEVELOPMENT
Spend one Command Counter from your Strategy Allocation area and spend 6 resources to receive on Technology advance (for which you have the necessary prerequisites).

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8. BUREAUCRACY

SPECIAL
After selecting this Strategy Card, reveal cards from the Objective deck equal to the number of BOnus COunters on this card.

 

PRIMARY ABILITY - SENATORIAL CONTROL
Receive 1 Command Counter from your reinforcements. Then draw the top two cards from the Objective Deck. Place one face up in the common play area and the other on the top of the deck. You may then immediately claim one Public Objective that you qualify for.

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SECONDARY ABILITY - NEW AGENDAS
Spend one Command Counter from your Strategy Allocation area to draw one Political card and one Action card.

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8. IMPERIAL II

PRIMARY ABILITY - THE ANCIENT THRONE
Choose either a. or b.

a. During the upcoming Status Phase, you may qualify for any number of Public Objectives Cards. Also, if you control Mecatol Rex, immediately gain 1 Victory Point.

b. You may execute the secondary ability of this Strategy Card for free. No other player may execute this secondary ability.

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SECONDARY ABILITY - RAPID MOBILIZATION
Spend one Command Counter from your Strategy Allocation area to build at one of you Space Docks (even if the system has already been activated). This does not activate the system.

STRATEGY CARDS - SHARDS OF THE THRONE

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3. POLITICAL II

PRIMARY ABILITY - SUMMON THE COUNCILORS
Choose 1 available Political Card to resolve as follows:
1. Choose Representatives
2. Resolve Spies
3. Resolve Bargaining and Promissory Notes
4. Resolve Voting & Outcome
5. Draw a New Political Card

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SECONDARY ABILITY - SUBTERFUGE
Spend one Command Counter from your Strategy Allocation area and two Influence to draw 2 Action Cards.

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3. ASSEMBLY II

PRIMARY ABILITY - ASSEMBLY OF COUNCILORS
Draw 2 Political Cards then:
1. Choose a player to resolve 1 Political Card from his hand
2. Give the Speaker Token to any player except the chosen player
3. Choose Representatives
4. Resolve Spies
5. Bargaining & Promisory Notes
6. Resolve Voting & Outcome

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SECONDARY ABILITY - RALLY SUPPORT
Spend one Command Counter from your Strategy Allocation area to draw 1 Action Card and refresh 1 planet outside your Home System.

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5. TRADE III

PRIMARY ABILITY - MERCHANTS AND MERCENARIES
Opend Trade Negociations amongst all players. You must approve all new Trade Agreements. All players then receive Trade Goods from active trade agreements (even if just acquired).

Then each player pays 1 Trade Good to each of his Mercenaries or discards it.

Finally, you may recruit 1 of the top 2 Mercenary Cards from the deck.

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SECONDARY ABILITY - FREE COMMERCE
Spend one Command Counter from your Strategy Allocation area to break a Trade Agreement between any 2 other players and gain 1 Trade Good.

ORIGINAL CARDS
1. INITIATIVE
2. DIPLOMACY I
3. POLITICAL
4. LOGISTICS
5. TRADE I
6. WARFARE I
7. TECHNOLOGY I
8. IMPERIAL
SHATTERED EMPIRE - variant
1. LEADERSHIP
2. DIPLOMACY II
3. ASSEMBLY I
4. PRODUCTION
5. TRADE II
6. WARFARE II
7. TECHNOLOGY II
8. BUREAUCRACY
8. IMPERIAL II
SHARDS OF THE THRONE - variant
3. POLITICAL II
3. ASSEMBLY II
5. TRADE III
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