63 agendas
FOR
After a player researches a technology, they must destroy 1 of their non-fighter ships.
AGAINST
At the start of the next strategy phase, each player exhausts 1 planet for each technology they own.
ELECT SCORED SECRET
The elected secret objective becomes a public objective; place it near the other public objectives.
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.
FOR
Players cannot use BOMBARDMENT against units that are on cultural planets.
AGAINST
Each player that voted Against discards all of their action cards.
ELECT HAZARDOUS 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.
ELECT CULTURAL PLANET
Attach this card to the elected planet's card. Then, destroy all units on that planet. Players' units cannot land, be produced, or be placed on this planet.
FOR
Alpha and beta wormholes have no effect during movement.
AGAINST
Destroy each PDS in or adjacent to a system that contains a wormhole.
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.
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.
ELECT CULTURAL 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.
FOR
Each player can have any number of PDS units on planets they control in their home system.
AGAINST
Each player destroys 1 of their PDS units.
ELECT PLAYER
The elected player gains this card. At any time, the owner of this card may discard this card to swap 1 of their strategy cards with 1 of another player's strategy cards.
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.
ELECT PLAYER
The elected player gains this card. When the owner of this card gains control of a planet, they gain 1 trade good.
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.
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.
ELECT PLAYER
The elected player gains this card. At the end of the status phase, the owner of this card draws 1 action card.
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.
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 counters from the game board and return it to their reinforcements; then they may perform 1 additional action.
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.
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.
FOR
When a player produces units, they produce only 1 fighter and infantry for its cost instead of 2.
AGAINST
No effect.
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.
ELECT INDUSTRIAL 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.
ELECT INDUSTRIAL 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.
ELECT INDUSTRIAL 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.
ELECT HAZARDOUS 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.
ELECT CULTURAL PLANET
Attach this card to the elected planet's card. The influence value of this planet is increased by 2.
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.
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.
ELECT HAZARDOUS PLANET
Attach this card to the elected planet's card. The resource and influence values of this planet are each increased by 1.
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.
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.
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.
ELECT PLAYER
The elected player draws 1 secret objective.
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.
ELECT NON HOME NON MECATOL
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 the elected planet.
ELECT PLANET
Destroy each ground force on the elected planet; for each unit that was destroyed, the player who controls that planet gains 1 trade good.
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.
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 objective from the deck and place it near the public objectives.
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 units in each of those systems.
AGAINST
No effect.
ELECT LAW
Discard the elected law from play.
ELECT LAW
Vote on the elected law as if it were just revealed from the top of the deck.
FOR
Each player who voted For gains 1 victory point.
AGAINST
Each player who voted For loses 1 victory point.
FOR
Discard all laws in play. At the start of the next strategy phase, each player exhausts each planet in their home system.
AGAINST
No effect.
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.
FOR
The player with most victory points gains 1 victory point.
AGAINST
The player with the fewest victory points gains 1 victory point.
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.
FOR
Each player that voted For draws 2 action cards.
AGAINST
Each player that voted For discards all of their action cards.
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.
FOR
All mechs lose their printed abilities except for SUSTAIN DAMAGE.
AGAINST
Each player that voted For gains 3 trade goods.
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.
FOR
When a player chooses a strategy card during the strategy phase, they give that strategy card to another player that does not have 1 (or a player that 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.
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.
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.
ELECT PLAYER
The elected player gains this card and draws 2 secret objectives. The owner of this card plays with their secret objectives revealed.
ELECT PLAYER
The elected player places 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.
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.
ELECT COVERT
The speaker draws the next card from the agenda deck but does not reveal it to the other players. Instead, the speaker reads the eligible outcomes aloud; the other players vote for these outcomes as if they were outcomes of this agenda, without knowing their effects.
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.
ELECT PLAYER
The elected player gains 1 relic.
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.
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.