Most misunderstood rules

  1. You can't trade promissory notes that have been played (in the play area, like support for the throne)
  2. Skilled retreat is not considered a retreat.
  3. Bombardment step can be used even if you have no ground troops to invade with.
  4. Rolling hit dice or assigning hits is mandatory. You cannot skip that (even if your opponent wants to negotiate mid-battle).
  5. The active player can transact mid-battle with neighbors.
  6. Promissory notes are never mandatory to use unless specified otherwise (even if the card itself does not contain the word "may")
  7. Capacity resolves only after battle. So if you destroy a carrier with 4 fighters, those fighters still battle.
  8. Sarween Tools technology only applies when you produce units using a PRODUCTION ability.
  9. You can use two Direct Hits in the same combat round, if they target different ships
  10. Trade goods cannot be used to vote with by default.
  11. Diplomacy card is not just defensive, as YOU can attack the area you activated diplomacy on (but you DO need to control a planet there)
  12. You may not perform transactions during the strategy phase (when everyone picks strategy cards)
  13. Warfare secondary allows you to build in your home system WITH ONLY a single space dock! Double docking at home means nothing to Warfare secondary.
  14. Any time you need to place a command token but have none left available in your supply, the CC MUST come from your player board
  15. (Expansion): Scanlink (explore on activation) tech requires a unit to have BEEN on the planet when you activate it
  16. (Expansion): Exploration and frontier decks reshuffle anew if you run out (except cards that have been PURGED)
  17. (Expansion): The gravity rift + 1 promissory note, gives an additional +1 move for the card. So, if you pass through 2 gravity rifts with one activation, you will get +1 (rift1) +1 (rift2) +1 (card) =3 extra movement.
  18. (Expansion): Direct Hit action card does not work on Mechs with sustain damage
  19. (Expansion): Legendary planet cards don't exhaust the planet itself, just the card (so you can use both) Beginner's corner:
  20. You can't move ships TO AND FROM systems you have command tokens inside
  21. The "Production" written on space docks means INDIVIDUAL UNITS (pieces of plastic) you place on board, NOT total cost of units you can make
  22. 2 fighters count as 2 ships production value wise
  23. The 10 sided die "0" side counts as 10
  24. Some public objectives that say "Spend X trade goods" or "Spend X influnce" you have to spend them ON THE OBJECTIVE itself at end of round, not on other things during your turns.
  25. All players start with ZERO commodities (not full)
  26. Anti-fighter barrage is once, at the start of the combat round
  27. The game starts with two public objectives revealed
  28. Commodities must be traded to convert to Trade Goods
  29. You can play multiple agenda riders on the same agenda. Riders are played in voting order.
  30. Secondary of Construction card requires you place a command token from reinforcements on the system you build in
  31. Secondary of Construction can be used in a system with a command token already in it (you just don't place one)
  32. Commodities DON'T refresh at round start or end, but ONLY with effects like the Trade strategy card
  33. Neighbors on board is a different concept than "neighbors at table"
  34. For agenda phase your planets ready up, so you DON'T need to save planets during action phase for agenda votes.
  35. Also for agenda phase, if you voted with some planets, you refresh them after, so you start with FULLY readied planets.
  36. However, after agenda phase ONLY your planets ready up (not your techs, agents, or relics)
  37. Comand tokens placed on the board are consumed, and DO NOT return to you to use again at end of round.
  38. If you passed, YOU CAN do secondaries of strategy cards.
  39. Public objectives can be scored by all people, not only the FIRST to complete it.
  40. Each player can only score ONE public and ONE secret objective during each status phase
  41. Each player can score SOME secret objectives during the action phase (read the cards)
  42. You can have at most 3 secret objectives, BOTH scored or unscored apply
  43. Trade goods can be spent as influence too.
  44. Space cannon only fires at ships in against the ACTIVE (INVADING) player, not the defending one
  45. Space cannons can shoot through wormholes (if you have the range increase)
  46. Retreats require placing command token from reinforcements, NOT your active pool of command
  47. Retreats can only be done to adjacent systems where you have units or control (unless you have special effects)
  48. Transactions are still transactions even if one player receives nothing (important for Mentak's Tax)
  49. Each transaction can contain at most one promissory note from each involved player.
  50. You can't transact action cards (Unless you're the emirates of Hacan player)
  51. When using a planet, you must choose whether to use the blue influence OR yellow production values (not both)
  52. You do not get change whenever you exhaust planets for production, or make fighters or infantry (2 units)