Most misunderstood rules
- You can't trade promissory notes that have been played (in the play area, like support for the throne)
- Skilled retreat is not considered a retreat.
- Bombardment step can be used even if you have no ground troops to invade with.
- Rolling hit dice or assigning hits is mandatory. You cannot skip that (even if your opponent wants to negotiate mid-battle).
- The active player can transact mid-battle with neighbors.
- Promissory notes are never mandatory to use unless specified otherwise (even if the card itself does not contain the word "may")
- Capacity resolves only after battle. So if you destroy a carrier with 4 fighters, those fighters still battle.
- Sarween Tools technology only applies when you produce units using a PRODUCTION ability.
- You can use two Direct Hits in the same combat round, if they target different ships
- Trade goods cannot be used to vote with by default.
- 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)
- You may not perform transactions during the strategy phase (when everyone picks strategy cards)
- 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.
- 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
- (Expansion): Scanlink (explore on activation) tech requires a unit to have BEEN on the planet when you activate it
- (Expansion): Exploration and frontier decks reshuffle anew if you run out (except cards that have been PURGED)
- (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.
- (Expansion): Direct Hit action card does not work on Mechs with sustain damage
- (Expansion): Legendary planet cards don't exhaust the planet itself, just the card (so you can use both)
Beginner's corner:
- You can't move ships TO AND FROM systems you have command tokens inside
- The "Production" written on space docks means INDIVIDUAL UNITS (pieces of plastic) you place on board, NOT total cost of units you can make
- 2 fighters count as 2 ships production value wise
- The 10 sided die "0" side counts as 10
- 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.
- All players start with ZERO commodities (not full)
- Anti-fighter barrage is once, at the start of the combat round
- The game starts with two public objectives revealed
- Commodities must be traded to convert to Trade Goods
- You can play multiple agenda riders on the same agenda. Riders are played in voting order.
- Secondary of Construction card requires you place a command token from reinforcements on the system you build in
- Secondary of Construction can be used in a system with a command token already in it (you just don't place one)
- Commodities DON'T refresh at round start or end, but ONLY with effects like the Trade strategy card
- Neighbors on board is a different concept than "neighbors at table"
- For agenda phase your planets ready up, so you DON'T need to save planets during action phase for agenda votes.
- Also for agenda phase, if you voted with some planets, you refresh them after, so you start with FULLY readied planets.
- However, after agenda phase ONLY your planets ready up (not your techs, agents, or relics)
- Comand tokens placed on the board are consumed, and DO NOT return to you to use again at end of round.
- If you passed, YOU CAN do secondaries of strategy cards.
- Public objectives can be scored by all people, not only the FIRST to complete it.
- Each player can only score ONE public and ONE secret objective during each status phase
- Each player can score SOME secret objectives during the action phase (read the cards)
- You can have at most 3 secret objectives, BOTH scored or unscored apply
- Trade goods can be spent as influence too.
- Space cannon only fires at ships in against the ACTIVE (INVADING) player, not the defending one
- Space cannons can shoot through wormholes (if you have the range increase)
- Retreats require placing command token from reinforcements, NOT your active pool of command
- Retreats can only be done to adjacent systems where you have units or control (unless you have special effects)
- Transactions are still transactions even if one player receives nothing (important for Mentak's Tax)
- Each transaction can contain at most one promissory note from each involved player.
- You can't transact action cards (Unless you're the emirates of Hacan player)
- When using a planet, you must choose whether to use the blue influence OR yellow production values (not both)
- You do not get change whenever you exhaust planets for production, or make fighters or infantry (2 units)