Compendium
Agendas
73 agendas. Use the filterable compendium to narrow by expansion, faction or color.
Agenda · Law
Anti-Intellectual Revolution
Agenda · Law
For: After a player researches a technology, that player must destroy 1 of their non-fighter ships.
Against: At the start of the next strategy phase, each player chooses and exhausts 1 planet for each technology that they own.
Agenda · Directive
Arbitrate
Agenda · Directive
Edict
You may discard any of your spliced cards. For each card you discard, draw 1 card of that type. Then you may allow any other players to do the same.
Agenda · Directive
Archived Secret
Agenda · Directive
Elect Player
The elected player draws 1 secret objective.
Agenda · Directive
Arise
Agenda · Directive
Edict
Either place 1 infantry on each planet you control or place 1 fighter from your reinforcements in each system that contains your ships
Agenda · Directive
Armed Forces Standardization
Agenda · Directive
Elect Player
The elected player place command tokens from their reinforcements so that they have 3 tokens in their tactic pool, 3 tokens in their fleet pool, and 2 tokens in their strategy pool. They return any excess tokens to their reinforcements.
Agenda · Directive
Arms Reduction
Agenda · Directive
For: Each player destroys all but 2 of their dreadnoughts and all but 4 of their cruisers.
Against: At the start of the next strategy phase, each player exhausts each of their planets that have a technology specialty.
Agenda · Law
Articles of War
Agenda · Law
For: All mechs lose their printed abilities except for SUSTAIN DAMAGE.
Against: Each player that voted "For" gains 3 trade goods.
Agenda · Directive
Artifice
Agenda · Directive
Edict
Draw 1 relic and 1 paradigm; for each point behind the player with the most victory points you are, you may draw an additional card from either deck. Choose one of each type to keep and shuffle the rest back into their respective decks.
Agenda · Directive
Bless
Agenda · Directive
Edict
Gain each of the following, then each other player chooses 1 of the following to gain: 1 command token; 2 action cards; 3 trade goods.
Agenda · Law
Censure
Agenda · Law
Elect Player
Place any player's control marker on this card. That player cannot perform transactions during this game round. Discard this card at the end of the status phase.
Agenda · Law
Checks and Balances
Agenda · Law
For: When a player chooses a strategy card during the strategy phase, they give that strategy card to another player who does not have 1 (or a player who does not have 2 in a three- or four-player game), if able.
Against: Each player readies only 3 of their planets at the end of this agenda phase.
Agenda · Directive
Clandestine Operations
Agenda · Directive
For: Each player removes 2 command tokens from their command sheet and returns those tokens to their reinforcements.
Against: Each player removes 1 command token from their fleet pool and returns that token to their reinforcements.
Agenda · Law
Classified Document Leaks
Agenda · Law
Elect Scored Secret Objective (When this agenda is revealed, if there are no scored secret objectives, discard this card and reveal another agenda from the top of the deck.)
When this agenda is revealed, if there are no scored secret objectives, discard this card and reveal another agenda from the top of the deck.
The elected secret objective becomes a public objective; place it near the other public objectives in the common play area.
Agenda · Directive
Colonial Redistribution
Agenda · Directive
Elect Non-Home Planet Other Than Mecatol Rex
Destroy each unit on the elected planet. Then, the player who controls that planet chooses 1 player with the fewest victory points - that player may place 1 infantry from their reinforcements on that planet.
Agenda · Law
Committee Formation
Agenda · Law
Elect Player
The elected player gains this card. Before players vote on an agenda that requires a player to be elected, the owner of this card may discard this card to choose a player to be elected. Players do not vote on that agenda.
Agenda · Directive
Compensated Disarmament
Agenda · Directive
Elect Planet
Destroy each ground force on the elected planet. For each unit that was destroyed, the player who control that planet gains 1 trade good.
Agenda · Directive
Convene
Agenda · Directive
Edict
Reveal abilities equal to the number of players. The speaker chooses 1 of them for you to gain. Then you choose 1 ability for each other player to gain.
Agenda · Law
Conventions of War
Agenda · Law
For: Players cannot use BOMBARDMENT against units that are on cultural planets.
Against: Each player that voted "Against" discards all of their action cards.
Agenda · Law
Core Mining
Agenda · Law
Elect Planet
Attach this card to the elected planet's card. Then, destroy 1 infantry on the planet. The resource value of this planet is increased by 2.
Agenda · Directive
Covert Legislation
Agenda · Directive
When this agenda is revealed, the speaker draws the next card in the agenda deck but does not reveal it to the other players. Instead, the speaker reads the eligible outcomes aloud (for, against, elect Elect Player, etc.). The other Players vote for these outcomes as if they were outcomes of this agenda, without knowing their effects.
Agenda · Law
Demilitarized Zone
Agenda · Law
Elect Planet
Attach this card to the elected planet's card. Then, destroy all units on that planet. Player's units cannot land, be produced, or be placed on this planet.
Agenda · Directive
Economic Equality
Agenda · Directive
For: Each player returns all of their trade goods to the supply. Then, each player gains 5 trade goods.
Against: Each player returns all of their trade goods to the supply.
Agenda · Law
Enforced Travel Ban
Agenda · Law
For: Alpha and beta wormholes have no effect during movement.
Against: Destroy each PDS in or adjacent to a system that contains a wormhole.
Agenda · Directive
Execute
Agenda · Directive
Edict
Choose up to 3 planets; destroy half of the infantry on each of those planets, rounded up.
Agenda · Law
Executive Sanctions
Agenda · Law
For: Each player can have a maximum of 3 action cards in their hand.
Against: Each player discards 1 random action card from their hand.
Agenda · Law
Fleet Regulations
Agenda · Law
For: Each player cannot have more than 4 tokens in their fleet pool.
Against: Each player places 1 command token from their reinforcements in their fleet pool.
Agenda · Directive
Foretell
Agenda · Directive
Edict
Look at up to 3 unrevealed public objectives.
Agenda · Directive
Galactic Crisis Pact
Agenda · Directive
Elect Strategy Card
Each player may perform the secondary ability of the elected strategy card without spending a command token - command tokens placed by the ability are placed from a player's reinforcements instead.
Agenda · Law
Holy Planet of Ixth
Agenda · Law
Elect Planet
Attach this card to the elected planet's card. The planet's owner gains 1 victory point. Units on this planet cannot use PRODUCTION. When a player gains control of this planet, they gain 1 victory point. When a player loses control of this planet, they lose 1 victory point.
Agenda · Law
Homeland Defense Act
Agenda · Law
For: Each player can have any number of PDS units on planets they control.
Against: Each player destroys 1 of their PDS units.
Agenda · Law
Imperial Arbiter
Agenda · Law
Elect Player
The elected player gains this card. At the end of the strategy phase, the owner of this card may discard this card to swap 1 of their strategy cards with 1 of another player's strategy cards.
Agenda · Directive
Incentive Program
Agenda · Directive
For: Draw and reveal 1 stage I public objective from the deck and place it near the public objectives.
Against: Draw and reveal 1 stage II public from the deck and place it near the public objectives.
Agenda · Directive
Ixthian Artifact
Agenda · Directive
For: The speaker rolls 1 die. If the result is 6-10, each player may research 2 technologies. If the result is 1-5, destroy all units in Mecatol Rex's system, and each player with units in systems adjacent to Mecatol Rex's system destroys 3 of their own units in each of those systems.
Against: No effect.
Agenda · Directive
Judicial Abolishment
Agenda · Directive
Elect Law (When this agenda is revealed, if there are no laws in play, discard this card and reveal another agenda from the top of the deck.)
Discard the elected law from play.
Agenda · Directive
Legacy of Ixth
Agenda · Directive
Edict
Roll 1 die:
10: Draw up to 2 spliced cards from any decks
6-9: Each player draws 1 spliced card from any deck.
1-5: Destroy each unit in the Mecatol Rex system, then each player with units in systems adjacent to Mecatol Rex's system destroys 3 of their units in each of those systems.
Agenda · Directive
Minister of Antiquities
Agenda · Directive
Elect Player
The elected player gains 1 relic.
Agenda · Law
Minister of Commerce
Agenda · Law
Elect Player
The elected player gains this card. After the owner of this card replenishes commodities, they gain 1 trade good for each player that is their neighbor.
Agenda · Law
Minister of Exploration
Agenda · Law
Elect Player
The elected player gains this card. When the owner of this card gains control of a planet, they gain 1 trade good.
Agenda · Law
Minister of Industry
Agenda · Law
Elect Player
The elected player gains this card. When the owner of this card places a space dock in a system, their units in that system may use their PRODUCTION abilities.
Agenda · Law
Minister of Peace
Agenda · Law
Elect Player
The elected player gains this card. After a player activates a system that contains 1 or more of a different player's units, the owner of this card may discard this card - immediately end the active player's turn.
Agenda · Law
Minister of Policy
Agenda · Law
Elect Player
The elected player gains this card. At the end of the status phase, the owner of this card draws 1 action card.
Agenda · Law
Minister of Sciences
Agenda · Law
Elect Player
The elected player gains this card. When the owner of this card resolves the primary or secondary ability of the "Technology" strategy card, they do not need to spend resources to research technology.
Agenda · Law
Minister of War
Agenda · Law
Elect Player
The elected player gains this card. The owner of this card may discard this card after performing an action to remove 1 of their command tokens from the game board and return it to their reinforcements - then they may perform 1 additional action.
Agenda · Directive
Miscount Disclosed
Agenda · Directive
Elect Law
(When this agenda is revealed, if there are no laws in play, discard this card and reveal another agenda from the top of the deck.) Vote on the elected law as if it were just revealed from the top of the deck.
Agenda · Directive
Mutiny
Agenda · Directive
For: Each player that voted "For" gains 1 victory point.
Against: Each player that voted "For" loses 1 victory point.
Agenda · Directive
New Constitution
Agenda · Directive
(When this agenda is revealed, if there are no laws in play, discard this card and reveal another agenda from the top of the deck.) For: Discard all laws from play. At the start of the next strategy phase, each player exhausts each planet in their home system.
Against: No effect.
Agenda · Law
Nexus Sovereignty
Agenda · Law
For: Alpha and beta wormholes in the wormhole nexus have no effect during movement.
Against: Place a gamma wormhole token in the Mecatol Rex system.
Agenda · Law
Political Censure
Agenda · Law
Elect Player
The elected player gains this card and 1 victory point. The elected player cannot play action cards. If the owner of this card loses this card, they lose 1 victory point.
Agenda · Law
Prophecy of Ixth
Agenda · Law
Elect Player
The elected player gains this card. The owner of this card applies +1 to the result of their fighter's combat rolls. When the owner of this card uses PRODUCTION, they discard this card unless they produce 2 or more fighters.
Agenda · Directive
Public Execution
Agenda · Directive
Elect Player
The elected player discards all of their action cards. If they have the speaker token, they give it to the player on their left. The elected player cannot vote on any agendas during this agenda phase.
Agenda · Law
Publicize Weapon Schematics
Agenda · Law
For: If any player owns a war sun technology, all players may ignore all prerequisites on war sun technologies. All war suns lose SUSTAIN DAMAGE.
Against: Each player that owns a war sun technology discards all of their action cards.
Agenda · Directive
Rearmament Agreement
Agenda · Directive
For: Each player places 1 mech from their reinforcements on a planet they control in their home system.
Against: Each player replaces each of their mechs with 1 infantry from their reinforcements.
Agenda · Law
Regulated Conscription
Agenda · Law
For: When a player produces units, they produce only 1 fighter and infantry for its cost instead of 2.
Against: No effect.
Agenda · Law
Representative Government
Agenda · Law
For: Players cannot exhaust planets to cast votes during the agenda phase. each player may cast 1 vote on each agenda instead. Players cannot cast additional votes.
Against: At the start of the next strategy phase, each player that voted "Against" exhausts all of their cultural planets.
Agenda · Law
Representative Government (Base Game)
Agenda · Law
For: Players cannot exhaust planets to cast votes during the agenda phase. Each player may cast 1 vote on each agenda instead.
Against: At the start of the next strategy phase, each player that voted "Against" exhausts all of their cultural planets.
Agenda · Directive
Research Grant Reallocation
Agenda · Directive
Elect Player
The elected player gains any 1 technology of their choice. Then, for each prerequisite on that technology, they remove 1 token from their fleet pool and return it to their reinforcements.
Agenda · Law
Research Team: Biotic
Agenda · Law
Elect Planet
Attach this card to the elected planet's card. When the owner of this planet researches technology, they may exhaust this card to ignore 1 green prerequisite.
Agenda · Law
Research Team: Cybernetic
Agenda · Law
Elect Planet
Attach this card to the elected planet's card. When the owner of this planet researches technology, they may exhaust this card to ignore 1 yellow prerequisite.
Agenda · Law
Research Team: Propulsion
Agenda · Law
Elect Planet
Attach this card to the elected planet's card. When the owner of this planet researches technology, they may exhaust this card to ignore 1 blue prerequisite.
Agenda · Law
Research Team: Warfare
Agenda · Law
Elect Planet
Attach this card to the elected planet's card. When the owner of this planet researches technology, they may exhaust this card to ignore 1 red prerequisite.
Agenda · Law
Search Warrant
Agenda · Law
Elect Player
The elected player gains this card and draws 2 secret objectives. The owner of this card plays with their secret objectives revealed.
Agenda · Directive
Seed of an Empire
Agenda · Directive
For: The player with the most victory points gains 1 victory point.
Against: The player with the fewest victory points gains 1 victory point.
Agenda · Law
Senate Sanctuary
Agenda · Law
Elect Planet
Attach this card to the elected planet's card. The influence value of this planet is increased by 2.
Agenda · Law
Shard of the Throne
Agenda · Law
Elect Player
The elected player gains this card and 1 victory point. A player gains this card and 1 victory point when they win a combat against the owner of this card. Then, the previous owner of this card loses 1 victory point.
Agenda · Law
Shared Research
Agenda · Law
For: Each player's units can move through nebulae.
Against: Each player places a command token from their reinforcements in their home system, if able.
Agenda · Directive
Splice
Agenda · Directive
Edict
Initiate a splice of any type, including all players.
Agenda · Directive
Swords to Plowshares
Agenda · Directive
For: Each player destroys half of their infantry on each planet they control, rounded up. Then, each player gains trade goods equal to the number of their infantry that were destroyed.
Against: Each player places 1 infantry from their reinforcements on each planet they control.
Agenda · Law
Terraforming Initiative
Agenda · Law
Elect Planet
Attach this card to the elected planet's card. The resource and influence values of this planet are increased by 1.
Agenda · Law
The Crown of Emphidia
Agenda · Law
Elect Player
The elected player gains this card and 1 victory point. A player gains this card and 1 victory point after they gain control of a planet in the home system of this card's owner. Then, the previous owner of this card loses 1 victory point.
Agenda · Law
The Crown of Thalnos
Agenda · Law
Elect Player
The elected player gains this card. During each combat round, the owner of this card may reroll any number of dice; they must destroy each of their units that did not produce a hit with its reroll.
Agenda · Directive
Unconventional Measures
Agenda · Directive
For: Each player that voted "For" draws 2 action cards.
Against: Each player that voted "For" discards all of their action cards.
Agenda · Law
Wormhole Reconstruction
Agenda · Law
For: All systems that contain either an alpha or beta wormhole are adjacent to each other.
Against: Each player places a command token from their reinforcements in each system that contains a wormhole and 1 or more of their ships.
Agenda · Directive
Wormhole Research
Agenda · Directive
For: Each player who has 1 or more ships in a system that contains a wormhole may research 1 technology. Then, destroy all ships in systems that contain an alpha or beta wormhole.
Against: Each player that voted "Against" removes 1 command token from their command sheet and returns it to their reinforcements.