Eminent Domain: Oblivion
Eminent Domain: Oblivion Rulebook
Table of Contents
Table of Contents
Overview
Oblivion is the third installment of the Eminent Domain series, and cannot be played without the base game. Its focus is on political aspects of running a space empire, adding a new Politics role and global Agendas that affect all players. The Oblivion Promo Pack, included in this box, will integrate Oblivion with the Escalation and Exotica expansions. We recommend that you play the base game several times before incorporating Oblivion. Furthermore, we recommend playing with Oblivion, Exotica, and Escalation separately several times before using multiple expansions in the same game.
Oblivion Promo Pack cards are for use when combining Oblivion with other expansions. Small letters in the upper right corner of a card denote which cards to use with which expansion:
- OE: Oblivion + Escalation
- OX: Oblivion + Exotica
- OEX: Oblivion + Escalation + Exotica
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.
Components
- 1 Game Board (double sided, based on player count)
- 2 Start Planet Tiles
- 42 Clout Tokens
- 1 Cloth Bag
- 31 Agenda Cards
- 14 Planet Cards
- 11 Technology Cards (1 Advanced, 1 Fertile, 1 Metallic, 8 Prestige)
- 20 Politics Role Cards
- 4 Political Influence Tiles
- Oblivion Promo Pack (for combining Oblivion with other expansions):
- 2 "OE" Technology Cards
- 1 Political Influence Tile
- 3 "OX" Planet Cards (2 Exotic, 1 Asteroid)
- 6 Agenda Cards (2 "OE", 3 "OX", 1 "OEX")
Clout Tokens
Clout represents your political capital, and comes in the form of tokens drawn out of a bag. Each Clout token has a Politics symbol on one side, and one of the 6 standard Role symbols on the other. You will draw Clout tokens when following a Politics role, when using the action on the Political Influence tile, or, occasionally, via other actions on Tech cards or Planets.
Keep these Clout tokens face down in your Empire until used, but you can look at them at any time. You may spend these tokens to boost or follow a Role where their symbol is relevant. After use, discard the tokens into a pile near the draw bag. If the draw bag runs out, mix the discarded tokens back into the bag.
Political Influence
The Political Influence Tile
Like the Fleet and Mining tiles from Escalation and Exotica, Oblivion has a reference tile that you'll start with called the Political Influence tile. This tile gives you 2 different options of things you can do as an action instead of playing a card from your hand:
- Draw 1 Clout token.
- Trade 1 Resource for another, different Resource (this new Resource does not require a slot on a planet; you keep it in your inventory like you do ships).
Improved Political Influence
When leading or following a Research role, you may upgrade Political Influence to Improved Political Influence (flip the tile over) by paying 3 Research instead of buying a Tech card. There is no Planet requirement for this upgrade.
Once upgraded, the Improved Political Influence tile provides a permanent Politics symbol. It also increases the efficiency with which you can do both of the actions listed above:
- Draw 2 Clout tokens, then discard any Clout token from your Empire (it need not be one of the two just drawn).
- Trade up to 2 Resources for other, different Resources (the new resources do not require slots on your Planets).
Finally, Improved Political Influence gives each of your Planets an Annex cost of 7, allowing you to Annex any Planet in the game. This does not increase the Annex cost of Planets with a printed Annex cost, or Planets that are given a different Annex cost by another method.
New Terminology
Oblivion introduces a few new common abilities that will appear on several of the new Planet, Technology or Agenda cards. These include:
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 and discard pile, 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 Prestige Planet" means "Search the Planet deck and discard pile for any 1 Prestige Planet card, shuffle the Planet deck, and place the chosen Prestige Planet card on top." And "RECON the Clout tokens for any one Clout token and take it" means "Search the Clout token bag and discard pile for any one Clout token, take it into your Empire, and then shuffle the Clout tokens back into the bag."
In Oblivion there are 4 cards that utilize Recon. See the card appendix for details.
Replenishing Slots
Some Planets provide replenishing Clout token slots. When one of these cards comes into play, draw and place a Clout token on the slot. You may spend that token at any time. These slots automatically replenish at the beginning of your turn.
Politics Symbols
Politics symbols have always been on the Politics card, but until now they have not done anything. Politics symbols are used to boost or follow the new Politics Role.
Permanent Politics symbols, found on Planets and Tech cards in your Empire, are gold, while temporary symbols, found on cards in your hand, are silver. Both types of symbols can be used to boost or follow a Politics Role, but some cards (such as Call In A Favor and Wheel & Deal) refer to only the permanent, gold symbols.
For example, Wheel & Deal allows you to repeat the effect of the card for each gold Politics symbol in your Empire.
Note: a Clout token can be used whenever a Politics symbol is required!
Political Translators
Political Translators allow you to use Politics symbols from your Planets, permanent Tech cards in play, and Tech cards in your hand, as certain other Role symbols.
The Agenda below allows you to spend a Politics symbol to boost or follow Produce roles or Survey roles.
[Agenda card illustration: a Politics symbol translated into a Produce symbol and a Survey symbol. When activated: Take an Action.]
Some cards in Oblivion allow you to translate other symbols into Politics symbols as well. For example, Grassroots Movement allows you to use any Colonize symbol as a Politics symbol.
If you have two different translators in play, each Politics symbol may be translated by either one. However, having two copies of the same translator in play does not allow a single Politics symbol to count as 2 Role symbols at once.
New Planets
Oblivion adds 1 new planet of each of the original types, Advanced, Fertile, and Metallic, and adds several Planets (and 2 Start Planets) of a type you may recognize: Prestige. Prestige Planets are the political hubs of the galaxy. Once flipped, these Planets provide an ability or a new action that can be used during the Action phase instead of playing a card.
The Oblivion Promo Pack also includes 2 Exotic planets and 1 Asteroid for use with Eminent Domain: Exotica. Those are explained in the rulebook for that expansion.
Prestige Planets
Oblivion adds new Advanced, Fertile, and Metallic Planets to the Planet Deck, and also features Prestige planets, which you may have seen before. There is a stack of Prestige Technology cards which require that you have flipped 1 or 2 Prestige Planets to research.
In addition to a Colonize cost and a Warfare cost, the new Prestige planets also have an Annex cost. Annexing a Planet is a new way to add it to your Empire.
Annexing Planets
Annexing a Planet means flipping it over, paying an Annex cost instead of the Colonize or Warfare costs. When directed to Annex a Planet, spend a number of Politics symbols equal to its Annex cost, and then flip it over. You may Annex a Planet as part of the Politics role, or with the action on a Planet or Tech card.
Agendas and the Politics Role
Oblivion introduces a new board that replaces the Central Card Display. It has space for an Agenda deck, and slots along the top for Upcoming Agendas and along the bottom for Active Agendas. The slots show costs, with the leftmost being the most expensive and the rightmost being the cheapest. These costs are the number of Politics icons you need to Activate or Dismiss the Agenda in that slot during a Politics role.
Agendas
Agendas are global effects that can be activated and dismissed via the new Politics role. The player activating the Agenda will generally get a bonus for doing so, and while active, the Agenda will affect all players equally.
For example, an Agenda may award you Influence at the end of your turn if you meet certain criteria, offer an action you can use during your action phase instead of playing a card, or provide a constant ability as long as it is active.
You may do well to activate Agendas that support your strategy, or tweak your strategy to take advantage of the Agendas that get activated.
[Agenda card illustration: "+ [star] for most different Planet types." Artwork shows four Planets of different types. "After your turn, if you have the most different Planet types (face up), get [star]."]
[Agenda card illustration: two crossed-out Colonize symbols. "Colonize costs increase by 2." "WHEN ACTIVATED: Attack a Planet."]
Transcriber's note: the star icon on the Agenda cards is not named in the printed text. It is written here as "[star]" and is the same icon used for Influence in the Setup Reference and on the Technology cards.
Politics Role
The Politics role will allow you to amass support from other players in order to activate or dismiss Agendas or annex Planets. In exchange for their support, those players draw Clout tokens which they can use to boost or follow roles in the future.
When choosing the Politics role, take a Politics card from the stack and put it into play as normal. Then resolve the role in this specific order:
1) Declare a proposal. Declare a proposal you are trying to garner support for:
a) Activate an Agenda. Choose an Upcoming Agenda. If this proposal is successful, move that Agenda to the leftmost Active slot, bumping other Active Agendas to the right 1 slot to make room. If there is an empty slot, Agendas beyond the empty slot stay in place. If an Agenda slides off the rightmost slot, return it to the bottom of the Agenda deck. While active, an Agenda applies to all players as if it were a permanent Tech card in their Empire.
b) Dismiss an Agenda. Choose an Active Agenda. If this proposal is successful, move that Agenda to the bottom of the Agenda deck. Do not shift any other Agendas to fill the empty slot.
Once dismissed, the effect of the Agenda ceases immediately.
c) Annex a Planet. Choose a face down Planet in your empire that has a Annex cost. If this proposal is successful, flip that planet over.
2) Boost your role. Boost your role with Politics symbols from cards in your hand and permanent gold Politics symbols in play. You must play any cards you intend to play at this time, but you do not need to play Clout tokens yet.
3) Solicit support. Opponents in turn order either follow, playing Politics symbols from their hand, Clout tokens, or gold Politics symbols from their Empire, or Dissent, drawing a card from their deck.
4) Spend Politics symbols. Spend Politics symbols played by all players:
- a) If you have enough Politics symbols for the proposal declared in step 1, then you must do that proposal. You must spend Clout tokens if necessary.
- b) If you do not have enough Politics symbols for the declared proposal, then you may do any 1 proposal of your choice (Activate or Dismiss an Agenda or Annex a planet) that you can afford.
- c) If you have leftover Politics symbols after paying for the declared proposal, then you may do another, different proposal of your choice.
At most you can Activate 1 Agenda, Dismiss 1 Agenda, and Annex 1 Planet. You may spend Clout tokens at this time to pay for the additional proposals. These additional proposals may be done in any order, but the declared proposal must be done first. When doing multiple proposals in one turn, fully resolve one proposal before moving on to the next.
5) Draw Clout. Finally, opponents draw 1 Clout token for each Politics symbol they contributed, then discard any played cards and Clout tokens. As the Leader of the role, you do not draw Clout tokens.
For example, you call Politics role (taking a Politics card from the stack and putting it into play) and declare "I want to enact the Agenda in the 5-cost slot," boosting with no additional cards, and no gold Politics in play. Player 2 follows with 2 icons (drawing 2 Clout tokens). Players 3 and 4 dissent (drawing 1 card each). If you have 2 or more Clout tokens, then you must play 2 and activate the 5-cost Agenda. If you have only 1 Clout token to play then you could choose to play it (making 4 total) and activate or dismiss the Agenda in the 4-cost slot, or Annex a Prestige Planet in your Empire. Or you could play no Clout token (making 3 total) and activate or dismiss the 2-cost or the 3-cost Agendas.
At the end of each Politics role, no matter what option was chosen, if there's an Agenda in the rightmost Upcoming slot, return it to the bottom of the deck. Then slide all Upcoming Agendas to the right as far as they go (maintaining 1 card per slot) and refill the empty (leftmost) slot(s) from the top of the deck.
Setup
Set up the game according to the base Eminent Domain rulebook, but use the new game board in place of the original Central Card Display. Be sure to use the correct side according to player count. Then:
- Give each player a Political Influence Tile.
- Shuffle the new Planet cards into the planet deck.
- Sort all of the new Technology cards by type (the four planet-type icons on the cards: red, ringed, globe, and grey) and place them into 4 FACE-UP piles near the original Technology cards. You may consolidate new and old techs into similar stacks if you wish. Note: these piles are for convenience only. You may access any Technology card at any time during the game.
- Before creating players' starting decks, create stacks of role cards according to the setup reference below.
- Give each player 2 Politics cards in their starting deck instead of 1.
- Shuffle the Agenda cards and deal one Agenda face up into each Upcoming Agenda slot across the top of the game board. Nothing goes in the Active Agenda slots yet.
Transcriber's note: the planet-type icons in step 3 are not named in the printed text, so they are described by appearance here. The Technology appendix headings identify them: red is Metallic, globe is Fertile, grey is Prestige, and ringed is Advanced.
Setup Reference
The setup reference lists, for each player count, the number of role cards in each stack, the number of Influence tokens in the supply, and the number of depleted role stacks that trigger game end. The role stacks are: Survey (radar), Warfare (target), Colonize (globe), Produce/Trade (factory and cycle), Research (light bulb), and Politics (building).
| Players | Survey | Warfare | Colonize | Produce/Trade | Research | Politics | Influence supply | Depleted role stacks to end game |
|---|---|---|---|---|---|---|---|---|
| 2 | 16 | 14 | 16 | 12 | 16 | 20 | 24 | 1 |
| 3 | 20 | 16 | 20 | 16 | 20 | 20 | 24 | 1 |
| 3 (Extended Variant)* | 18 | 15 | 18 |
* 3 Player Extended Variant. ** 5 Player requires the Escalation expansion.
5 Player Setup – requires Escalation expansion
For 5 Players (requires the Escalation expansion): 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.
Gameplay
Many of the gameplay mechanisms of Oblivion are identical to the base game of Eminent Domain. However, the expansions have introduced some concepts which require slight modifications 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 Political Influence tile, or from any face up Planets or Tech cards 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 and works just like it does in the base game. If using the Escalation expansion, it is possible to get two Role phases in a single turn. When that happens, 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.
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.
Prestige Technology
Each Prestige Technology card below shows its requirement as a Prestige Planet icon (grey sphere) and a Research cost (blue light bulb). The Research cost is 3 on each of these cards.
Political Annexation (Requires: Prestige Planet icon and 3 Research) ANNEX a Planet by paying Politics symbols equal to its Annex cost.
Wheel & Deal (Requires: Prestige Planet icon and 3 Research) Trade a Resource for a Clout token and another Resource (doesn't need a slot). Gold Politics symbol: Repeat.
Call In A Favor (Requires: Prestige Planet icon and 3 Research) Draw 1 Clout token per gold Politics symbol, then trade 1 Clout token for 1 Influence.
Campaign Trail (Requires: Prestige Planet icon and 3 Research) Target Planet gains Annex cost 4 Politics symbols until end of turn.
Targeted Lobbying (Requires: Prestige Planet icon and 3 Research) EITHER Draw 2 Clout tokens OR RECON the Clout tokens for any one Clout token and take it.
Notes
- Political Annexation: You may count gold Politics symbols in your empire.
- Wheel & Deal: You may repeat the effect for each gold Politics symbol in your empire.
- Call In A Favor: No matter how many gold Politics symbols are in your empire, only trade 1 Clout token for 1 Influence.
Transcriber's note: the printed page for the following cards has no section heading. Their requirement icons are the grey Prestige Planet symbol, so they are listed here as part of the Prestige Technology stack. Each card shows a Research cost of 5 and two Prestige Planet icons.
Party Whip (Permanent; Requires: 2 Prestige Planet icons and 5 Research) When another player follows your Role, draw 1 Clout token.
Filibuster (Permanent; Requires: 2 Prestige Planet icons and 5 Research) When dissenting a Role, draw 1 Clout token.
Executive Order (Requires: 2 Prestige Planet icons and 5 Research) Activate one of the 3 rightmost (cheapest) Upcoming Agendas.
Card symbols: Executive Order shows two Politics symbols printed in its top-left corner.
Lobbyist (Permanent; Requires: 2 Prestige Planet icons and 5 Research) The card shows a gold Politics symbol and no other text.
Political Clout (Permanent; Requires: 2 Prestige Planet icons and 5 Research) When you draw any number of Clout tokens, draw 1 Clout token more.
Notes
- Executive Order: No activation cost is necessary.
- Lobbyist: This counts as a gold Politics symbol in your empire.
Fertile Technology
Farming Subsidy (Permanent; Requires: Fertile Planet icon and 3 Research) Discard any number of Clout tokens. Produce 2 Resources for each discarded.
Grassroots Movement (Permanent; Requires: Fertile Planet icon and 3 Research) [Card text is a pictogram only: a Colonize symbol, then an arrow, then a Politics symbol.]
Notes
- Grassroots Movement: You may use Colonize symbols as Politics symbols. They do not count as gold Politics symbols.
Metallic Technology
Political Climate (Permanent; Requires: Metallic Planet icon and 3 Research) When leading or following a Survey Role: RECON the Planet deck for a Prestige Planet.
Poice State (Permanent; Requires: Metallic Planet icon and 3 Research) You may spend a ship icon as a Politics symbol.
Transcriber's note: the card name is printed as "Poice State" on both the card and the notes, and is transcribed as printed. The ship icon is not named in the printed text.
Notes
- Political Climate: The Prestige Planet goes on top of the shuffled Planet deck.
- Poice State: These do not count as gold Politics symbols.
Advanced Technology
Free Trade Agreement (Permanent; Requires: Advanced Planet icon and 3 Research) ONCE PER TURN: You may discard 1 Clout token to collect 1 Influence.
Trade Deal (Permanent; Requires: Advanced Planet icon and 3 Research) [Card text is a pictogram only: a Trade symbol, then an arrow, then a Politics symbol.]
Notes
- Free Trade Agreement: You may only discard 1 Clout token this way per turn, and only on your own turn.
- Grassroots Movement (as printed in this notes box): You may use Trade symbols as Politics symbols. They do not count as gold Politics symbols.
Transcriber's note: the notes box on this page is headed "Grassroots Movement", but the symbol it describes is the purple Trade symbol that appears on the Trade Deal card, not the Colonize symbol used by the Fertile Grassroots Movement card. It is transcribed as printed.
Oblivion Promo Pack
Warning (printed on this page): We highly recommend playing several times with Oblivion and Escalation separately before using these Promo Pack cards to combine the two expansions together!
Secret Service (OE; Requires: Prestige Planet icon and 3 Research) Collect 1 ship per gold Politics symbol, then attack a Planet.
Notes
- Secret Service: Only count gold Politics symbols in your empire.
Hostile Takeover (OE; Requires: 2 Prestige Planet icons and 5 Research) Attack a planet, replacing any number of ships in the cost with Clout tokens.
Agenda Card Appendix
Transcriber's note: the printed Agenda cards on this page have no card names, only the heading "AGENDA". They are numbered here in the order they appear, page 14 then page 15, left to right and top to bottom. The circular icons marked "[blank Resource circle]" are printed as empty circles with no type icon; the source does not show a type for them.
Agenda 1 Gain 1 Politics symbol. WHEN ACTIVATED: Improve Political Influence.
Agenda 2 Gain 1 Colonize symbol. WHEN ACTIVATED: Settle a Planet. (The symbol on this agenda counts.)
Agenda 3
- [star] per Trade Action or Role if you trade at least 1 Resource of this type: [blank Resource circle]. WHEN ACTIVATED: Put a Resource from the supply on this Agenda.
Agenda 4
- [star] per Trade Role if you trade at least 1 Resource of this type: [blank Resource circle]. WHEN ACTIVATED: Put a Resource from the supply on this Agenda.
Agenda 5 ONCE PER TURN: Discard [blue Water Resource] and [blank Resource circle] to collect [star] + [Clout token]. WHEN ACTIVATED: Put a Resource from the supply on this Agenda.
Agenda 6 ONCE PER TURN: Discard [green Food Resource] and [blank Resource circle] to collect [star] + [Clout token]. WHEN ACTIVATED: Put a Resource from the supply on this Agenda.
Agenda 7 ONCE PER TURN: Discard [blank Resource circle] to collect [star] + any other Resource. This resource doesn't require a slot. WHEN ACTIVATED: Put a Resource from the supply on this agenda.
Agenda 8 You may trade Clout tokens as if they were Resources. WHEN ACTIVATED: Draw 2 Clout tokens.
Transcriber's note: the Resource types shown on Agendas 5 and 6 are identified from the icons (blue droplet and green plant) by comparison with the base game's Resource types (Food, Water, Iron, Silicon). The star icon is the same icon used for Influence in the Setup Reference and on the Technology cards.
Agenda 9 [Politics symbol] → [Warfare symbol] [Produce symbol]. WHEN ACTIVATED: Take an Action.
Agenda 10 [Politics symbol] → [Trade symbol] [Warfare symbol]. WHEN ACTIVATED: Take an Action.
Agenda 11 [Politics symbol] → [Survey symbol] [Trade symbol]. WHEN ACTIVATED: Take an Action.
Agenda 12 [Politics symbol] → [Produce symbol] [Survey symbol]. WHEN ACTIVATED: Take an Action.
Agenda 13 Gain 2 Produce symbols. WHEN ACTIVATED: Produce any 2 Resources. These Resources don't require slots.
Agenda 14 Gain 2 Survey symbols. WHEN ACTIVATED: Take the top Planet card (face down).
Agenda 15 [Two ship icons] Attacking a Planet requires 2 less [ship]. WHEN ACTIVATED: Collect 2 [ship].
Agenda 16 [Card-stack icon showing +1] Hand size +1 for each Permanent Technology in your Empire. WHEN ACTIVATED: Draw 3 cards and then play an Action.
Agenda 17 [Two crossed-out Colonize symbols] Colonize costs increase by 2. WHEN ACTIVATED: Attack a Planet.
Agenda 18 [Two crossed-out Research symbols] Research costs increase by 2. WHEN ACTIVATED: Take a 3 Research-cost Technology. Ignore prerequisites.
Agenda 19 [Crossed-out Produce symbol] [Crossed-out Trade symbol] Produce -1 Resource per Produce Role. Trade -1 Resource per Trade Role. WHEN ACTIVATED: Produce any 2 Resources. These Resources don't require slots.
Agenda 20 [Two crossed-out ship icons] Attacking a Planet requires 2 more [ship]. WHEN ACTIVATED: Settle a Planet.
Agenda 21 [Two crossed-out Survey symbols, with four planet-type icons] Lose 2 Survey symbols per Survey Role. You may keep 1 additional Planet per Survey Role.
Agenda 22 Planets cost 1 more Politics symbol to ANNEX. WHEN ACTIVATED: All other players downgrade Political Influence.
Agenda 23 Technology cards may not be played as Actions. [Crossed-out Technology card illustration] WHEN ACTIVATED: Take a 3 Research-cost Technology. Ignore prerequisites.
Agenda 24 [-1 card-stack icon] Hand size -1 for each Permanent Technology in your Empire (min. hand size = 4). WHEN ACTIVATED: Draw 5 cards and ignore hand limit this turn.
Agenda 25
- [star] for most Permanent Technologies. [Permanent Technology card illustration] After your turn, if you have the most Permanent Technologies in play, get [star].
Agenda 26
- [star] whenever you play a 3 Research-cost Technology card for its Action. [Technology card illustration] WHEN ACTIVATED: Take a 3 Research-cost Technology. Ignore prerequisites.
Agenda 27
- [star] for most Fertile Planets. [Fertile Planet icon] After your turn, if you have the most Fertile Planets (face up), get [star].
Agenda 28
- [star] for most Metallic Planets. [Metallic Planet icon] After your turn, if you have the most Metallic Planets (face up), get [star].
Agenda 29
- [star] for most Advanced Planets. [Advanced Planet icon] After your turn, if you have the most Advanced Planets (face up), get [star].
Agenda 30
- [star] for most Prestige Planets. [Prestige Planet icon] After your turn, if you have the most Prestige Planets (face up), get [star].
Agenda 31
- [star] for most different Planet types. [Four planet-type icons] After your turn, if you have the most different Planet types (face up), get [star].
Oblivion Promo Pack Agendas
Transcriber's note: the heading above is added to separate these Agenda cards from the Promo Pack technology cards listed earlier. Each card's combination letters are printed in its top-right corner (OE, OX, or OEX).
Warning (printed on this page): We highly recommend playing several times with Oblivion, Escalation and Exotica separately before using these Promo Pack cards to combine the expansions together!
Agenda (OX) ONCE PER TURN: Discard [green Food Resource] to collect [star] + [Clout token].
Transcriber's note: this card has no name printed, so it is listed here by its combination letters. The Resource type is identified from the icon, as on Agendas 5 and 6.
Agenda (OE) [Ship icon with a crossed-out arrow, and a Research symbol] Players may not spend Ships for Research. WHEN ACTIVATED: Call another Role after this one.
Agenda (OX)
- [star] for most Asteroids. [Asteroid illustration] After your turn, if you have the most Asteroids (face up), get [star].
Agenda (OE) Add [star] to all REPARATIONS. WHEN ACTIVATED: Call another Role after this one.
Agenda (OX)
- [star] for most Exotic Planets. [Exotic Planet illustration] After your turn, if you have the most Exotic Planets (face up), get [star].
Traditional Victory
Transcriber's note: this card is the sixth Promo Pack Agenda, combination letters OEX.
Each Eminent Domain set has had an Alternate Victory card. Traditional Victory is a special Agenda in Oblivion along those lines. If you choose to play with the Alternate Victory cards, then you should also play with Traditional Victory.
During SETUP, set Traditional Victory to the left of the top Upcoming Agenda. Use the side that matches your player count. This Agenda is always considered an Upcoming Agenda when not active, but never changes in cost.
If Activated, move the card to the left of the topmost Active slot. While active, no player can win the game with any of the Alternate Victory cards (Elusive/Exclusive Victory, Military/Economic Victory, or Coalition Victory). It always costs the indicated number of Politics symbols to dismiss Traditional Victory, it does not slide down the Active Agenda track like other Agendas.
If Traditional Victory is dismissed, return it to its original location beside the Upcoming Agenda track. When not active, the Alternate Victory cards work as normal.
Traditional Victory (2-3 Players side) ACTIVATE/DISMISS: 8 Politics symbols. Alternate Victory cards have no effect. Traditional Victory is always Upcoming when not Active. WHEN ACTIVATED: ANNEX any Planet as if it had Annex cost 0.
Transcriber's note: the card has a second side labelled "4-5 Players". Its cost and text are hidden behind the 2-3 Players side in the source image, so they are not transcribed here.