Eminent Domain: Escalation
Eminent Domain: Escalation Rulebook
Table of Contents
Table of Contents
Components
- Planet cards x 15
- Player Aid tile
- Politics role cards x 8
- Technology cards x 32 (9 Advanced, 9 Fertile, 9 Metallic, 9 Diverse)
- 5th Player Role cards x 20 (marked with blue borders)
- Start Planet tiles x 6
- Fleet tiles x 5
- Scenario cards x 18
- Errata cards x 3
- Errata sticker
Important Note: Ship and Resource tokens are not intended to be piece-limited. If you run out of these tokens, use any suitable proxy. As in the base game, depleting the Influence Tokens in the supply will trigger game end, but additional Influence may be collected through the final player's last turn.
The Fleet
Each of the different ship tokens now represents a distinct class of warship. Ships may only be used as their specific type (ships can never be used as a different type of ship).
- Fighter: The most basic ship, the Fighter, remains exactly the same as in the base game. All new Level 1 Technologies may be purchased by spending 3 Fighters instead of 3 Research.
- Destroyer: The defenses of Civilized and Hostile Planets can only be overcome with a Destroyer. All new Level 2 Technologies may be purchased by spending 2 Destroyers instead of 5 Research.
- Battlecruiser: You may only have 1 Battlecruiser in play at a time. While in play, it is worth 2 Influence and grants you a 1 Fighter discount (2 Fighters with Improved Fleet) on all Warfare costs.
- Attacking a Civilized Planet requires you to spend a Battlecruiser. With Improved Fleet you may spend a Destroyer to satisfy any Warfare cost.
- All new Level 3 Technologies may be purchased by spending a Battlecruiser instead of 7 Research.
Transcriber's note: in the Attacking a Civilized Planet and Improved Fleet lines of the printed page, the ships are shown only as pictograms with no printed name. The sentence is transcribed as printed; the two pictograms are the gold-outlined Battlecruiser shape and the grey Destroyer shape, matched by silhouette against the Battlecruiser and Destroyer entries above. Verify against the physical booklet if in doubt.
The Fleet Tile
You begin the game with a Fleet tile in play, which allows you to upgrade your ships. You may play actions printed on the Fleet tile instead of playing a card during your Action phase. When leading or following a Research role, you may upgrade Fleet to Improved Fleet (flip the tile over) instead of buying a Tech card by paying 3 Research or 3 Fighters. There is no Planet requirement for this upgrade.
Basic Fleet Abilities
- Action: Discard 3 Fighters to gain a Destroyer. You may only gain 1 Destroyer per action.
- Action: Discard 2 Destroyers to gain a Battlecruiser. The tile reminder reads: 1 less Fighter to all Warfare costs while a Battlecruiser is in play.
Improved Fleet Abilities
- Action: For every 2 Fighters you discard in this action, gain 1 Destroyer.
- Action: Discard 2 Destroyers to gain a Battlecruiser. The tile reminder reads: 2 less Fighters to all Warfare costs while a Battlecruiser is in play.
- Your Battlecruiser now has a Primary Weapon; you may spend 1 Destroyer when attacking any Planet instead of the printed Warfare cost.
New Terminology
Escalation introduces a few new common abilities that will appear on several of the new Planets or Technology cards. These include:
Peace Treaty
All Civilized Planets and some Technology cards provide an ability known as a Peace Treaty. Whenever you dissent a Warfare role, in addition to drawing a card, you will receive 1 Influence from the supply for each Peace Treaty in your Empire. These benefits stack, so with three Peace Treaties in play you receive 3 Influence each time you dissent a Warfare role.
Recon
Recon is an ability which allows players to search one of the decks in the game and its discard pile for a number of cards, shuffle that deck, then put the chosen cards on top. It is written "RECON [DECK] for X cards," where "X" is the number of chosen cards, and [DECK] is the deck searched. For example: "RECON the Planet deck for 1 card" means "Search the Planet deck and discard pile for any 1 Planet card, shuffle the Planet deck, and place the chosen Planet card on top." And "RECON your deck for 3 cards" means "Search your deck and discard pile for any 3 cards, shuffle your deck, and place the chosen cards on top (in any order)." In Escalation there are 2 cards that utilize Recon, and each allows you to search a deck for 1 card.
Reparations
Escalation introduces several new ways for you to directly impact your opponent's play area, including ways for you to conquer their Planets or remove permanent Technology cards. Any ability that directly targets an opponent comes with a "REPARATIONS: X" value. Whenever you successfully use this ability against an opponent, that opponent is compensated with whatever "X" is (printed on the card). For all the cards with Reparations in Escalation, "X" is "2 Influence from the supply".
Replenishing Slots
Some Planets and Technology cards provide Replenishing ship slots. Place a token of the appropriate type on the slot when the card comes into play. You may spend that token at any time. These slots automatically replenish at the beginning of your turn.
New Planets
Escalation also livens up the galaxy with several new Planet styles. There are six new Start Planets, giving players a wide range of new advantages and drawbacks, and each of the familiar Planet types may now be discovered in Civilized, Hostile, or Bustling styles.
Transcriber's note on icons in this section: the printed page shows the colonization cost as a gold disc with a globe, and the ships as pictograms, without printed names. The gold disc is written here as "gold-globe token", and each ship is named by silhouette: the gold-outlined ship is the Battlecruiser, the grey multi-hull ship is the Destroyer, and the dark single-hull ship is the Fighter. These identifications are judgments from the artwork, not printed text.
Expensive Start Planets
There is now one "expensive" Start Planet for each standard Planet type (Advanced/Fertile/Metallic). These Planets each cost 5 Research or 5 gold-globe tokens to flip, are each worth 2 Influence, contain no Resource slots, but provide you with two Role symbols.
Prestige Start Planets
These Start Planets each cost 2 Research or 2 gold-globe tokens, are worth 2 Influence, contain one "any Resource" slot, and provide one Role symbol. Unlike standard Planet types, Prestige Planets do not have an associated Technology stack.
Civilized Planets
Civilized Planets represent independent worlds that have established political structure and Planetary defenses. These Planets welcome Colonies from expanding Empires, but will not lightly submit to tyranny. All Civilized Planets can be colonized for 4 gold-globe tokens, but can only be attacked by discarding a Battlecruiser. All Civilized Planets provide the Peace Treaty ability when flipped. (The printed word is "abilitiy"; corrected here to "ability".)
Hostile Planets
Violent refuges for criminals and pirates on the deep outskirts of imperial control, Hostile Planets will never be settled, but will fight for anyone strong enough to conquer them. Hostile Planets can be attacked by discarding a Destroyer; they cannot be colonized. Every Hostile Planet provides a Replenishing Destroyer slot.
Bustling Planets
The inhabitants of Bustling Planets have mastered the local ecosystems to unleash the pure industrial potential of the Planet. Bustling Planets can be colonized for 4 gold-globe tokens or attacked by discarding a Fighter. Once flipped, these Planets provide a new action that can be used during the Action phase, instead of playing a card. Unlike icons on Planets, actions printed on Planets and permanent Technology cards may be used more than once per turn if you have more than 1 action.
New Tech Icons
Technology cards in Escalation feature a few new icons in addition to the traditional role symbols.
Resource Icons
A technology card may include a Resource icon in the upper left-hand corner. You may discard this card from your hand to spend it as if it was the printed Resource. Cards discarded in this way are placed in your discard pile.
Example: You have a card with an Iron in the upper left-hand corner. During a Trade role, you may discard this card as if it were an Iron Resource in one of your Resource slots.
Ship Icons
A technology card may include a Ship icon in the upper left-hand corner. You may discard this card from your hand to spend it as if it was the printed ship. Cards discarded in this way are placed in your discard pile.
Example: You have a card with a Fighter in the upper left-hand corner. When attacking a Planet, you may discard this card as if it were a Fighter in your Empire.
Research Costs
The new technologies in Escalation are printed with different research costs.
- Level 1: You may spend either 3 Research or 3 Fighters to learn this technology.
- Level 2: You may spend either 5 Research or 2 Destroyers to learn this technology.
- Level 3: You may spend either 7 Research or 1 Battlecruiser to learn this technology.
You may never combine Research icons and ships when researching a technology; you either pay the full cost in Research icons or discard the full cost in ships. In each case, you must satisfy the Planet requirements of the technology. You may never spend ships to research technologies that do not have ships in their printed cost (e.g. technologies from the base game).
Transcriber's note: the Level 3 ship pictogram in the printed cost is the gold-outlined Battlecruiser shape; the Level 2 pictogram is the grey multi-hull Destroyer shape. Named by silhouette, see the note in The Fleet.
There is a new stack of Diverse Technology cards. Each technology in this stack requires an Advanced, a Fertile, and a Metallic Planet. You must have flipped at least one Planet of each of these types in order to research these technologies.
Double Time Planet Requirement
One new technology, Double Time, has a unique Planet requirement. Each Double Time requires one Planet of a specific type, and one Planet of any other type.
For example, a Double Time from the Metallic Technology stack requires 1 Metallic Planet, and 1 non-Metallic Planet. Utopian Planets, due to their ability to mimic other Planet types in your Empire, do not satisfy this prerequisite when researching Double Time (if you have a Metallic Planet in play, Utopian Planets are not non-Metallic).
Technology Card Reference
The reference page labels the new Technology card features with callouts:
- Destroyer icon: upper left-hand corner of the card Soldiers of Fortune.
- Battlecruiser icon: upper left-hand corner of the card Natural Order.
- Fighter icon and Resource icon: upper left-hand corner of the stack cards Annex and Double Time.
- Research cost callouts on the stack: 2 Destroyers (Level 2 cost), 1 Battlecruiser (Level 3 cost), 2 Destroyers (Level 2 cost), 3 Fighters (Level 1 cost).
- Double Time (Action: "You may play 2 additional actions during this Action phase."): requires 1 Advanced Planet and 1 Planet of any other type.
- Diverse stack: requires 1 Metallic, 1 Fertile, and 1 Advanced Planet.
Transcriber's note: the callout lines on the reference page are not tied to exact card names for every cost line, so the pairings above are kept to what the callouts show.
Scenarios
An optional rule which replaces the standard setup, Scenarios provide a great deal of variety to experienced players by providing unique starting configurations. Each Scenario card indicates your starting deck, starting Planet, and any Technology cards which you will have at the beginning of the game. Each player will have a different starting configuration, greatly increasing play variety.
The printed page shows an example Scenario card, "Knowledge is Power", with its starting Role cards, starting Technology and starting Planet.
Setup
Set up the game according to the base Eminent Domain rulebook, then:
- Give each player a Fleet Tile.
- Deal each player one of the new Start Planet Tiles at random. Each player should now have 2 Start Planet Tiles (one base, one new). Players will choose which of their two Start Planets to use, and return the other to the box.
- Sort the new Technology cards by type (Advanced, Metallic, Fertile, and Diverse, shown by their Planet icons) and place them into 4 FACE-UP piles near the original Technology cards. You may consolidate new and old technology cards into similar stacks, but be sure to pay attention to the research costs when acquiring them.
Setup Reference
Number of Role cards by number of players (columns are Survey, Warfare, Colonize, Produce/Trade, and Research). The last two columns are the End Game trigger and the number of depleted Role stacks that trigger it.
| Players | Survey | Warfare | Colonize | Produce/Trade | Research | End Game Trigger (Influence) | Depleted Role Stacks |
|---|---|---|---|---|---|---|---|
| 2 | 16 | 14 | 16 | 12 | 16 | 24 | 1 |
| 3 | 20 | 16 | 20 | 16 | 20 | 24 | 1 |
| 3* | 18 | 15 | 18 | 14 | 18 | 24 |
* 3 Player Extended Variant.
Specific Setup Rules
For 2 Players: Remove the following Role cards from the stacks: 4 Survey, 2 Warfare, 4 Colonize, 4 Produce/Trade, and 4 Research. Return these cards to the box; they will not be used in this game.
For 5 Players: Add the four blue-bordered "5 PLAYER ONLY" Role cards to each stack. Also add the eight blue Influence Tokens to the standard supply pile. In 5-player games, the game end will trigger when any two role stacks are empty, or when the Influence Token supply pile (including the blue tokens) is empty.
Using Scenarios
For added variability you may choose to use Scenarios instead of the normal set-up rules. To use them, distribute 1 Scenario card to each player using any method you choose (choose them, deal them randomly, deal Start Planets and let players choose a Scenario that uses their Start Planet, or draft them), making sure not to use any two mutually exclusive Scenarios. Set up each starting configuration according to the Scenario Card, and then set up the rest of the game and play as normal.
Gameplay
Many of the gameplay mechanisms of Escalation are identical to the base game. However, Escalation introduces certain concepts, such as multiple Action or Role phases in a given turn, which require a slight modification to the basic gameplay structure. These rules replace the base game rules.
Replenish Phase
At the very beginning of your turn, replenish any empty Replenishing slots in your Empire. If a card contains more than one Replenishing slot, each empty slot will refresh even if the other slots are full. Any Replenishing slots that are full at the beginning of your turn are unaffected.
Action Phase
During your Action phase, you are allowed to take one action. This action may be from a card in your hand, from your Fleet tile, or from any face up Bustling Planets in your Empire. Taking an action is optional; you may choose to take no Actions during your Action phase.
Any cards played during your Action phase are set aside from the play area. Cards set aside in this way have no effect during subsequent Role phases. Cards played during your Action phase will not be placed into the Discard pile until the beginning of the Cleanup phase.
Actions printed on Planets and permanent Technology cards are limited to once per action, not once per turn.
Role Phase
The Role phase is mandatory. After your Action phase, you must lead one of the 6 roles. The Role phase works just like it does in the base game, except as follows:
In situations where a player is allowed to take an additional Role phase in a single turn, each Role phase is resolved separately.
Any cards played to boost or follow a role are set aside from the play area at the end of the Role phase. Cards set aside in this way have no effect during subsequent Role phases. Cards played during any Role phase will not be placed into the Discard pile until the beginning of the Leader's Cleanup phase.
Role symbols on Planets and permanent Technology cards may be used once per Role phase.
Cleanup Phase
The Cleanup phase works just like it does in the base game, except as follows:
At the beginning of the Cleanup phase, before you reconcile your hand, place all cards that were set aside during your Action and Role phases into your Discard pile. Players who followed during your Role phase(s) place any cards they set aside into their Discard piles at the beginning of your Cleanup phase.
Final Round
With the expansion, it is even more important to know whether you will have one last turn at the end of the game. When the game end triggers, complete the current round as normal, and then play one additional full round. This way, all players will know for sure whether any given turn is their last turn.
Remember: if the Influence supply is depleted, additional Influence may still be collected. Use any suitable proxy to track the additional Influence.
Errata
Certain cards and rules from the base game have been corrected and updated as follows:
- Leader Bonus on empty stacks: When leading a Survey role from an empty stack, add a Survey symbol to your role in addition to the normal "Look at one additional Planet" Leader Bonus. When leading a Warfare role from an empty stack, add a Warfare symbol to your role if you are collecting Fighters.
Both of these changes can be noted on the main Central Card Display with the included sticker.
- Terraforming: No change in card text. Ignore the note on the back of the base-game rulebook. Terraforming can be used in conjunction with Colonize symbols on Planets and permanent Technology cards in your Empire.
- Abundance: Produce 4 Resources. When you Settle or Attack a Planet, produce 2 Resources.
- Logistics: Play the Action and Role phases of your turn in any order. At the end of the game, take an additional turn.
- Bureaucracy: When following a role: [five role symbols shown as icons: Survey, Warfare, Colonize, Trade, Research]. You may use the Leader Bonus when following Colonize or Warfare.
Transcriber's note: the Bureaucracy line prints its role symbols only as icons; they are written in brackets in the printed icon order.
Technology Card Appendix
This appendix includes the complete text of all new technology cards, as well as any specific notes or rules governing their usage.
Fertile Technology
Improved Colonize
- Action: Settle 1 Planet. Settle another Planet OR +1 Colony.
- Planet Prerequisite: Fertile
- Cost: 3 Research or 3 Fighters
Double Time
- Action: You may play 2 additional actions during this Action phase.
- Planet Prerequisite: Fertile, and 1 Planet of any other type
- Cost: 3 Research or 3 Fighters
Double Time
- Action: You may play 2 additional actions during this Action phase.
- Planet Prerequisite: Fertile, and 1 Planet of any other type
- Cost: 3 Research or 3 Fighters
Transcriber's note: the printed page shows two Double Time cards with identical text and prerequisites, differing only in their upper left-hand icons.
Peace Treaty
- Permanent Technology: Collect 1 Influence when dissenting a Warfare role.
- Planet Prerequisite: Fertile
- Cost: 3 Research or 3 Fighters
Note: Multiple Peace Treaty abilities from Tech cards and Planets stack.
Biosphere
- Permanent Technology: Biosphere provides you with 2 Resource slots.
- Planet Prerequisite: Fertile
- Cost: 3 Research or 3 Fighters
Improved Production
- Action: Produce 2 Resources.
- Planet Prerequisite: Fertile
- Cost: 3 Research or 3 Fighters
Spoils of War
- Action: Produce 1 Resource for each Fighter in your Empire.
- Planet Prerequisite: 2 Fertile Planets
- Cost: 5 Research or 2 Destroyers
Note: You may discard Tech cards with Fighter icons on them toward this.
Black Market
- Permanent Technology: You may discard Resources from your Empire as if they were symbols to boost or follow any role.
- Planet Prerequisite: 2 Fertile Planets
- Cost: 5 Research or 2 Destroyers
Colony Ship
- Permanent Technology: Colony Ship holds Colonies. Once per turn: +1 Colony. When Settling, you may redistribute Colonies in your Empire.
- Planet Prerequisite: 2 Fertile Planets
- Cost: 5 Research or 2 Destroyers
Note: The +1 Colony is added as a "free action" at any point during your turn. Adding a Colony is optional. When redistributing Colonies, you may move any Colony, not just those on Colony Ship. Colonies may be redistributed regardless of whether you lead or follow the role, but not when dissenting the role.
Specialized Production
- Action: Choose a Resource type. Collect 1 Influence for each Resource of that type you produce this turn.
- Planet Prerequisite: 2 Fertile Planets
- Cost: 5 Research or 2 Destroyers
Natural Order
- Action: Remove one permanent Technology card from the game. Its owner receives REPARATIONS: 2 Influence from the supply.
- Planet Prerequisite: 3 Fertile Planets
- Cost: 7 Research or 1 Battlecruiser
Note: Any Resources or tokens in slots on the removed card are lost. You may use Natural Order to revert an opponent's Improved Fleet back to a standard Fleet tile. That player receives Reparations as normal and may not research Improved Fleet again in that game. Any ships constructed with Improved Fleet remain in play, but the benefits of a Battlecruiser revert to those granted by the standard Fleet Tile. If your Improved Fleet is destroyed in this way, place the Influence Tokens you receive as reparations onto your Fleet tile as a reminder that you may not upgrade it again.
Advanced Technology
Improved Research
- Action: Draw 1 card. Then remove up to 3 cards in hand from the game (may include this card).
- Planet Prerequisite: Advanced
- Cost: 3 Research or 3 Fighters
Double Time
- Action: You may play 2 additional actions during this Action phase.
- Planet Prerequisite: Advanced, and 1 Planet of any other type
- Cost: 3 Research or 3 Fighters
Double Time
- Action: You may play 2 additional actions during this Action phase.
- Planet Prerequisite: Advanced, and 1 Planet of any other type
- Cost: 3 Research or 3 Fighters
Transcriber's note: the printed page shows two Double Time cards with identical text and prerequisites, differing only in their upper left-hand icons.
Improved Trade
- Action: Collect 1 Influence from the supply.
- Planet Prerequisite: Advanced
- Cost: 3 Research or 3 Fighters
Peace Treaty
- Permanent Technology: Collect 1 Influence when dissenting a Warfare role.
- Planet Prerequisite: Advanced
- Cost: 3 Research or 3 Fighters
Note: Multiple Peace Treaty abilities from Tech cards and Planets stack.
Freedom of Trade
- Permanent Technology: You may follow Produce roles as if they were Trade roles and vice versa.
- Planet Prerequisite: Advanced
- Cost: 3 Research or 3 Fighters
Defense Contract
- Permanent Technology: Once per turn you may discard 1 Resource or 1 Fighter to collect 1 Influence from the supply.
- Planet Prerequisite: 2 Advanced Planets
- Cost: 5 Research or 2 Destroyers
Scientific Method
- Permanent Technology: When LEADING a Research role, you may purchase 1 additional Tech card. (Do not reuse Planets in prereqs)
- Planet Prerequisite: 2 Advanced Planets
- Cost: 5 Research or 2 Destroyers
Note: Each Planet may only be used as a prerequisite once per Research role. Therefore, if you were to purchase two Level 2 Advanced Technology cards, you would need FOUR Advanced Planets. Each Research symbol may only be used once per Role phase, so it may not be used to pay for both of your purchases.
Scientific Discovery
- Action: Take any Tech card costing 3 Research or less and put it into your hand. You do not need the prerequisite Planets. You may play an additional action during this Action phase.
- Planet Prerequisite: 2 Advanced Planets
- Cost: 5 Research or 2 Destroyers
Soldiers of Fortune
- Action: Discard 1 Destroyer. If you do, collect 3 Influence from the supply.
- Planet Prerequisite: 2 Advanced Planets
- Cost: 5 Research or 2 Destroyers
Note: You may only discard 1 Destroyer each time you play this card.
Industrial Espionage
- Action: Each opponent must return 1 Influence to the supply. Collect 1 Influence from the supply.
- Planet Prerequisite: 3 Advanced Planets
- Cost: 7 Research or 1 Battlecruiser
Note: You will only collect 1 Influence from the supply each time you play this card, regardless of the number returned by your opponents.
Metallic Technology
Improved Warfare
- Action: Collect 2 Fighters or Attack 1 Planet.
- Planet Prerequisite: Metallic
- Cost: 3 Research or 3 Fighters
Double Time
- Action: You may play 2 additional actions during this Action phase.
- Planet Prerequisite: Metallic, and 1 Planet of any other type
- Cost: 3 Research or 3 Fighters
Double Time
- Action: You may play 2 additional actions during this Action phase.
- Planet Prerequisite: Metallic, and 1 Planet of any other type
- Cost: 3 Research or 3 Fighters
Transcriber's note: the printed page shows two Double Time cards with identical text and prerequisites, differing only in their upper left-hand icons.
Improved Survey
- Action: Draw 3 cards.
- Planet Prerequisite: Metallic
- Cost: 3 Research or 3 Fighters
Peace Treaty
- Permanent Technology: Collect 1 Influence when dissenting a Warfare role.
- Planet Prerequisite: Metallic
- Cost: 3 Research or 3 Fighters
Note: Multiple Peace Treaty abilities from Tech cards and Planets stack.
Thorough Survey
- Permanent Technology: During a Survey role, you may draw 2 fewer Planet cards. If you do, you may keep 1 additional Planet.
- Planet Prerequisite: Metallic
- Cost: 3 Research or 3 Fighters
Note: You may use this ability when leading or following.
Deep Space Probes
- Action: RECON the Planet deck for 1 card. You may play another action during this Action phase.
- Planet Prerequisite: 2 Metallic Planets
- Cost: 5 Research or 2 Destroyers
Destroyer Technology
- Action: Collect 2 Destroyers from the supply.
- Planet Prerequisite: 2 Metallic Planets
- Cost: 5 Research or 2 Destroyers
Warfare Technology
- Permanent Technology: You may discard Fighters as if they were Research when boosting or following Research roles.
- Planet Prerequisite: 2 Metallic Planets
- Cost: 5 Research or 2 Destroyers
Note: Since Fighters are being treated as if they were Research, you may freely mix and match Fighters and Research during Research roles while this card is in play.
Wealth of Knowledge
- Permanent Technology: You may use standard Survey cards to boost (not follow) any role.
- Planet Prerequisite: 2 Metallic Planets
- Cost: 5 Research or 2 Destroyers
Note: This benefit applies only to standard Survey cards. Green Survey icons on Technology cards and Planets do not benefit from Wealth of Knowledge.
Tour De Force
- Action: Collect 3 Fighters from the supply. You may Attack a Planet after any Role phase this turn.
- Planet Prerequisite: 3 Metallic Planets
- Cost: 7 Research or 1 Battlecruiser
Diverse Technology
Elevated Incentive
- Action: Take an additional Role phase this turn. Opponents may follow or dissent as normal.
- Planet Prerequisite: Fertile, Advanced, and Metallic
- Cost: 3 Research or 3 Fighters
Oversight Committee
- Permanent Technology: +1 Hand Size.
- Action: Draw 2 cards then remove up to 2 cards from the game.
- Planet Prerequisite: Fertile, Advanced, and Metallic
- Cost: 5 Research or 2 Destroyers
Annex
- Action: Attack a face-down Planet in an opponent's Empire. That player receives REPARATIONS: 2 Influence from the supply.
- Planet Prerequisite: Fertile, Advanced, and Metallic
- Cost: 5 Research or 2 Destroyers
Note for Annex: You must pay the Warfare cost as normal, modified by any benefits you may have. You may never look at the front of a face down Planet card in an opponent's Empire. After Attacking, place the Planet face up in your Empire.
Military Campaign
- Permanent Technology: You may pay 1 Battlecruiser and Fighters equal to the Planet's Influence to Attack opponents' face up Planets. REPARATIONS: 2 Influence from the supply.
- Planet Prerequisite: Fertile, Advanced, and Metallic
- Cost: 5 Research or 2 Destroyers
Note: You receive the Planet in the same condition as it was before the Attack: Resources remain in Resource slots, and Scorched Earth penalties remain. This is not a Warfare cost, so discounts from Scorched Earth Policy and Fleet/Improved Fleet do not apply.
Transcriber's note: the Military Campaign pay line shows its two ship pictograms only as icons; they are read as a Battlecruiser (gold-outlined shape) and Fighters (the Fighter shape), matched by silhouette.
Synthesize
- Action: RECON your deck for any 1 card. Draw 1 card. You may play another action during this Action phase.
- Planet Prerequisite: Fertile, Advanced, and Metallic
- Cost: 5 Research or 2 Destroyers
Elite Squadron
- Permanent Technology: It has replenishing [Fighter] [Destroyer] slots [Fighter] slots. (The printed text reads "It has replenishing" followed by ship pictograms on two lines, with "slots" after them; the pictograms are given here as Fighter and Destroyer by silhouette, and the exact number of each slot type is not legible at print resolution. Verify against the physical booklet.)
- Planet Prerequisite: Fertile, Advanced, and Metallic
- Cost: 7 Research or 1 Battlecruiser
Well Oiled Machine
- Permanent Technology: You may take an additional Role phase each turn. If you do, opponents may follow or dissent.
- Planet Prerequisite: Fertile, Advanced, and Metallic
- Cost: 7 Research or 1 Battlecruiser