Promissory Notes

42 promissory notes in the database

Generic Promissory Notes

5

Ceasefire

Generic
ACTION: Place this card face up in your play area. While this card is in your play area, the owner of this card cannot declare a combat against you. If you activate a system that contains 1 or more of the owner's units, return this card to the owner.
Action

Trade Agreement

Generic
ACTION: Place this card face up in your play area. When the owner of this card replenishes commodities, you gain the number of trade goods equal to the number of commodities they replenish. If you activate a system that contains 1 or more of the owner's units, return this card to the owner.
Action

Political Secret

Generic
ACTION: Place this card face up in your play area. When an agenda is being voted on, the owner of this card must give you any number of their votes. If you activate a system that contains 1 or more of the owner's units, return this card to the owner.
Action

Support for the Throne

Generic
ACTION: Place this card face up in your play area. The owner of this card cannot score public objectives. While this card is in your play area, you score 1 additional victory point. If you activate a system that contains 1 or more of the owner's units, return this card to the owner.
Action

Alliance

Generic
ACTION: Place this card face up in your play area. While this card is in your play area, the owner of this card's commander, if it is unlocked, is also unlocked in your command sheet. If you activate a system that contains 1 or more of the owner's units, return this card to the owner.
Action

The Arborec

2

Stymie

Faction
ACTION: Place this card face up in your play area. While this card is in your play area, the Arborec player cannot produce units in or adjacent to non-home systems that contain 1 or more of your units. If you activate a system that contains 1 or more of the Arborec player's units, return this card to the Arborec player.
Action
Replaced by Stymie (Ω) in Codex III

Stymie Ω

Faction
After another player moves ships into a system that contains 1 or more of your units: You may place 1 command token from that player's reinforcements in any non-home system. Then, return this card to the Arborec player.
Other

The Barony of Letnev

2

War Funding

Faction
At the start of a round of space combat: The Letnev player loses 2 trade goods. During this combat round, reroll any number of your dice. Then, return this card to the Letnev player.
Combat
Replaced by War Funding (Ω) in Codex III

War Funding Ω

Faction
After you and your opponent roll dice during space combat: You may reroll all of your opponent's dice. You may reroll any number of your dice. Then, return this card to the Letnev player.
Combat

The Clan of Saar

1

Ragh's Call

Faction
After you commit 1 or more units to land on a planet: Remove all of the Saar player's ground forces from that planet and place them on a planet controlled by the Saar player. Then, return this card to the Saar player.
Invasion

The Embers of Muaat

1

Fires of the Gashlai

Faction
ACTION: Remove 1 token from the Muaat player's fleet pool and return it to their reinforcements. Then, gain your war sun unit upgrade technology card. Then, return this card to the Muaat player.
Action

The Emirates of Hacan

1

Trade Convoys

Faction
ACTION: Place this card face up in your play area. While this card is in your play area, you may negotiate transactions with players who are not your neighbors. If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.
Action

The Federation of Sol

1

Military Support

Faction
At the start of the Sol player's turn: Remove 1 token from the Sol player's strategy pool, if able, and return it to their reinforcements. Then, you may place 2 infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.
Start Of Turn

The Ghosts of Creuss

1

Creuss Iff

Faction
At the start of your turn during the action phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.
Start Of Turn

The L1Z1X Mindnet

2

Cybernetic Enhancements

Faction
At the start of your turn: Remove 1 token from the L1Z1X player's strategy pool and return it to their reinforcements. Then, place 1 command token from your reinforcements in your strategy pool. Then, return this card to the L1Z1X player.
Start Of Turn
Replaced by Cybernetic Enhancements (Ω) in Codex III

Cybernetic Enhancements Ω

Faction
When you gain command tokens during the status phase: Gain 1 additional command token. Then, return this card to the L1Z1X player.
Status

The Mentak Coalition

1

Promise of Protection

Faction
ACTION: Place this card face up in your play area. While this card is in your play area, the Mentak player cannot use their "Pillage" faction ability against you. If you activate a system that contains 1 or more of the Mentak player's units, return this card to the Mentak player.
Action

The Naalu Collective

1

Gift of Prescience

Faction
At the end of the strategy phase: Place this card face up in your play area and place the Naalu "0" token on your strategy card; you are first in initiative order. The Naalu player cannot use their "Telepathic" faction ability during this game round. Return this card and the Naalu "0" token to the Naalu player at the end of the status phase.
Strategy

The Nekro Virus

1

Antivirus

Faction
At the start of a combat: Place this card face up in your play area. While this card is in your play area, the Nekro player cannot use their TECHNOLOGICAL SINGULARITY faction ability against you. If you activate a system that contains 1 or more of the Nekro player's units, return this card to the Nekro player.
Combat

Sardakk N'orr

1

Tekklar Legion

Faction
At the start of an invasion combat: Apply +1 to the result of each of your unit's combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of their unit's combat rolls during this combat. Then, return this card to the N'orr player.
Combat

The Universities of Jol-Nar

1

Research Agreement

Faction
After the Jol-Nar player researches a technology that is not a faction technology: Gain that technology. Then, return this card to the Jol-Nar player.
Other

The Winnu

2

Acquiescence

Faction
At the end of the strategy phase: Exchange 1 of your strategy cards with a strategy card that was chosen by the Winnu player. Then, return this card to the Winnu player.
Strategy
Replaced by Acquiescence (Ω) in Codex III

Acquiescence Ω

Faction
When the Winnu player resolves a strategic action: You do not have to spend or place a command token to resolve the secondary ability of that strategy card. Then, return this card to the Winnu player.
Strategy

The Xxcha Kingdom

1

Political Favor

Faction
When an agenda is revealed: Remove 1 token from the Xxcha player's strategy pool and return it to their reinforcements. Then, discard the revealed agenda and reveal 1 agenda from the top of the deck. Players vote on this agenda instead. Then, return this card to the Xxcha player.
Agenda

The Yin Brotherhood

2

Greyfire Mutagen

Faction
After a system is activated: The Yin player cannot use faction abilities or faction technology during this tactical action. Then, return this card to the Yin player.
Tactical
Replaced by Greyfire Mutagen (Ω) in Codex III

Greyfire Mutagen Ω

Faction
At the start of a ground combat against 2 or more ground forces that are not controlled by the Yin player: Replace 1 of your opponent's infantry with 1 infantry from your reinforcements. Then, return this card to the Yin player.
Combat

The Yssaril Tribes

1

Spy Net

Faction
At the start of your turn: Look at the Yssaril player's hand of action cards. Choose 1 of those cards and add it to your hand. Then, return this card to the Yssaril player.
Start Of Turn

The Argent Flight

1

Strike Wing Ambuscade

Faction
When 1 or more of your units make a roll for a unit ability: Choose 1 of those units to roll 1 additional die. Then, return this card to the Argent player.
Combat

The Empyrean

2

Dark Pact

Faction
ACTION: Place this card face up in your play area. When you give a number of commodities to the Empyrean player equal to your maximum commodity value, you each gain 1 trade good. If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.
Action

Blood Pact

Faction
ACTION: Place this card face up in your play area. When you and the Empyrean player cast votes for the same outcome, cast 4 additional votes for that outcome. If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.
Action

The Mahact Gene-Sorcerers

1

Scepter of Dominion

Faction
At the start of the strategy phase: Choose 1 non-home system that contains your units; each other player who has a token on the Mahact player's command sheet places a token from their reinforcements in that system. Then, return this card to the Mahact player.
Strategy

The Naaz-Rokha Alliance

1

Black Market Forgery

Faction
ACTION: Purge 2 of your relic fragments of the same type to gain 1 relic. Then, return this card to the Naaz-Rokha player.
Action

The Nomad

1

The Cavalry

Faction
At the start of a space combat against a player other than the Nomad: During this combat, treat 1 of your non-fighter ships as if it has the SUSTAIN DAMAGE ability, combat value, and ANTI-FIGHTER BARRAGE value of the Nomad's flagship. Return this card to the Nomad player at the end of this combat.
Combat

The Titans of Ul

1

Terraform

Faction
ACTION: Attach this card to a non-home planet you control other than Mecatol Rex. Its resource and influence values are each increased by 1 and it is treated as having all 3 planet traits (cultural, hazardous, and industrial).
Action

The Vuil'raith Cabal

1

Crucible

Faction
After you activate a system: Your ships do not roll for gravity rifts during this movement; apply an additional +1 to the move values of your ships that would move out of or through a gravity rift instead. Then, return this card to the Vuil'raith player.
Tactical

The Council Keleres

1

Keleres Rider

Faction
After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, draw 1 action card and gain 2 trade goods. Then, return this card to the Keleres player.
Agenda

The Crimson Rebellion

1

Sever

Faction
ACTION: Place this card face up in your play area, and place the sever token in a system that contains your units, wormholes in that system have no effect during movement. Remove the sever token and return this card to the Rebellion player at end of the status phase.
Action

The Deepwrought Scholarate

1

Share Knowledge

Faction
ACTION: Place this card face up in your play area and gain 1 non-faction, non-unit upgrade technology that the Deepwrought player owns; place this technology on this card. Return that technology to the deck and this card to the Deepwrought player at the end of the status phase.
Action

The Firmament

1

Black Ops

Faction
When you receive this card: If you are not The Firmament, the Firmament player may place 1 face-down plot card in their play area with your control token on it. Then, gain 2 command tokens, gain 2 trade goods, and purge this card.
Other

The Obsidian

1

Malevolency

Faction
At the end of one of your tactical actions: Spend 1 influence to give this card to 1 of your neighbors. You can use this ability even if you are The Obsidian player. At the end of the status phase, if you are not The Obsidian player, remove 1 command token from your fleet pool and return it to your reinforcements.
Tactical

Last Bastion

1

Raise the Standard

Faction
At the end of a combat: Galvanize 1 of your units that participated. Then, return this card to the Last Bastion player.
Combat

The Ral Nel Consortium

1

Nano-Link Permit

Faction
After you activate a system: You may move your structures from adjacent systems that do not contain your command tokens onto planets you control in the active system. Then, return this card to the Ral Nel player.
Tactical