Core Worlds: Pre-Game Draft Cards
Core Worlds: Pre-Game Draft Cards Rulebook
Table of Contents
Table of Contents
Card Text
Research Vessel
Capital Ship. Cost 3.
After you deploy the Research Vessel, each additional Unit that you deploy for the remainder of your current Player Turn costs -1 Energy to deploy.
Pirate Raider
Star Cruiser. Cost 2.
After an Invasion involving the Pirate Raider, you may immediately draw 2 cards.
Torpedo Fighter
Starfighter. Cost 1.
During an Invasion, you may discard 2 cards from your hand to add +2 Fleet Strength or +2 Ground Strength to Torpedo Fighter.
Dark Bolt Fighter
Starfighter. Cost 0.
After you deploy the Dark Bolt Fighter, gain 1 Action Point.
Scrapbot
Robot. Cost 1.
After you deploy Scrapbot, you may remove 1 Unit in your discard pile from the game to gain an amount of Energy equal to that Unit's Energy cost.
Mining Tank
Vehicle. Cost 2.
Whenever the Mining Tank conquers a World with an Energy Token on it, you gain 1 Action.
Conscripted Platoon
Infantry. Cost 0.
When you deploy the Conscripted Platoon, you may immediately draw 1 card.
Imperial Gladiator
Infantry. Cost 2.
Whenever you shuffle your Draw Deck, place 1 Energy Token on this card (maximum 2). Imperial Gladiator is +2 Ground Strength for every Energy Token on this card. He cannot be retained after an Invasion.
Expert Trainer
Tactic. Cost 1.
As an Action, draft 1 Infantry Unit or Starfighter from the Central Zone at full cost, and then place the drafted card into your hand.
Productive Garrison
Tactic. Cost 0.
During the Draw Phase, choose 1 of your garrisoned Worlds. Remove the garrisoned Unit from the game to double that World's Energy generation for this round.