Rules Changes
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The maximum number of possible Space Lanes per System is ignored. Only the physical limitations are used.
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Capturing a Rival’s Research Node, no longer allows you to seize one of that Rival’s Active Projects. Instead, the Rival must give you 1 Research from one of their Active Projects or their Reserve, if available.
Rules Clarifications
- Advancements may be used on any Player’s Turn, unless stated otherwise.
- Advancements that affect dice rolls may only be used once per individual die.
- Advancements that don't affect dice rolls may only be used in between a Rival’s Commands and not during their resolution, unless stated otherwise. Players must give others the chance to use Advancements in between their Commands.
Andorians
Advancements
Unflagging Animosity
(Military – Start)
When an enemy retreats from you in a Space Battle, roll a die for each of their Ships: on a 5 or 6 the Ship is destroyed. When you Retreat, each Retreating Ship may make an attack.
Andorian Legion
(Military – 2)
1 Warp Token
In Planetary Invasions of Systems marked with an Andorian token, your Ships
Science Institute
(Science – 3)
You may discard any claimed Rival Advancement cards and claim half of the Research required to finish the Project, rounded up.
Subspace Intercepts
(Espionage – 3)
When a Rival takes Research from a System marked with an Andorian token, roll a die: on a 4, 5 or 6, you take one Research instead.
Fleets
Reconnaissance Fleet
(3 Ships)
When this Fleet Occupies or is in a Space Lane Adjacent to a Rival-Controlled System, you may Exhaust a Command to place an Andorian token on the System. You may not place more Andorian tokens than you have Ascendancy. You may remove tokens at any time.
Strike Fleet
(5 Ships)
against Ships or Nodes in Systems marked with an Andorian token.
Cardassians
Gravitic Mine Fields
(Military – 3
1 Warp Token
Systems you Control are a Level 5 Hazard to Hostile Ships
Infiltration Protocols
(Espionage – 3)
1 Warp Token
When you launch new Projects, you may draw one card from a Rival's Advancement deck, instead of two from your own. The card is drawn at random. If you discard the Rival's card, it goes to the bottom of their deck.
Sensor Ghosting & Holo Projections
(Espionage
1 Warp Token
During a space battle This may be used on a Rival's turn.
The Obsidian Order
(Espionage – 3
On your turn, You may
Your Systems' Hegemony Resistance is increased by 1.
Federation
Universal Translator
(Expansion – Start)
When attempting Hegemony
Advanced Combat Analysis
1 Warp Token
Adv. Stellar Cartography
(Exploration – 3)
1 Warp Token
You may connect 1 extra Space Lane to Systems beyond its maximum number of connections.
Bureau of Security
(Espionage – 3)
On your turn, You may to Exhaust another Player's Espionage Advancement, with whom you've made Contact.
Class 4 Industrial Replicators
(Expansion – 4)
1 Warp Token
When you Colonize a System, you may immediately develop a Production Node at no cost, if the System's Capacity allows.
Long Range Sensor Arrays
(Exploration – 4
1 Warp Token
When discovering a new System, draw two System discs and choose one. Return the other System disc to the bottom of the stack.
Multicultural Collaboration
(Science
During Resource Generation, take 2 1 Research for each Rival Trade Agreement you hold. Keep 1, and give 1 to each Rival whose Trade Agreement you hold. Each Rival that holds one of your Trade Agreements also takes 1 Research.
Orbital Laboratories
(Science – 5
During Resource Generation, take 1 Research for each Starbase you control.
Planetary Defense Shield
(Military – 3
In Planetary Invasions, Systems you Control ignore 1 Hit in every Round of Combat.
Starfleet Academy
(Exploration – 4
1 Warp Token
When Braving a Hazard, your Ships have +1 Shield Modifier.
Starfleet Diplomatic Corps
(Espionage
1 Warp Token
When your Hegemony Attempts are successful, taking Control of the System does not require spending additional Culture.
The Cochrane Institute
(Exploration – 3)
1
Your Ships’ Impulse Speed is increased by 1.
Transwarp Drive
(Exploration – 3)
2 Warp Tokens
Verteron Array Beam Emitter
(Military – 4)
1 Warp Token
In each Round of Combat, your
Ferengi
Advancements
A Contract Is a Contract...But Only Between Ferengi
(Business – 3)
1 Warp Token
During your Building Phase, you may build one Ship at each Peaceful Rival Starbase in which you do not already have any Ships in Orbit.
Hear All. Trust Nothing
(Espionage – 3)
On your turn, you may pay 1 Exhaust any Espionage Advancement. You may do this multiple times on your turn
Never Place Friendship Over Profit
(Business – 3)
1 Warp Token
When you launch new Projects, you may draw cards from any player Rival's Advancement deck. You may only have one Rival Project at a time.
Peace Is Good For Business
(Business – 3)
1 Warp Token
Every time a Rival receives any Trade Agreement, take 1 Production.
The Bigger the Smile, The Sharper The Knife
(Espionage – 3)
On your turn, you may pay 1 Exhaust any Military Advancement. You may do this multiple times on your turn
Fleets
Market Penetration Convoy
Resource Exploitation Venture
Klingons
Disruptor Technology
(Military – Start)
Rolls To Hit of 6 always score a Hit, regardless of the Rival's Shield Modifier.
Adapted Cloaking Device
(Espionage
1 Warp Token
Your Ships have First Strike in Space Battles during your turn. [Romulan Cloaking Technology]
Commandeer and Conscript
(Expansion – 4)
You may use a Command in which you do not currently have any Ships.
Klingon Battle Lust
(Military
1 Warp Token
When you Initiate a Space Battle and Win without taking any Casualties, token.
Romulans
Adv. Romulan Cloaking Device
(Espionage
1 Warp Token
Rival Ships no longer block your Ships' movement.
When attacked The Space Battle is canceled and the Attacker's Command is Refreshed. [Romulan Cloaking Technology]
Disruptor Technology
(Military – 3
1 Warp Token
Rolls To Hit of 6 always score a Hit, regardless of the Rival's Shield Modifier.
Superior Combat Maneuvers
(Military – 4)
1 Culture
You may
Tal Shiar
(Espionage – 4)
1 Culture
On your Turn, You may Exhaust