Agenda Cards

Type: Player Components
See: Agenda Phase
Agenda cards represent galactic laws and policies. Each agenda card has text that includes a number of possible outcomes that will affect the game. During each agenda phase, players will vote for which outcome they want to occur.
There are two types of agenda cards: Laws and Directives
There are a total of 50 Agenda Cards (34 Laws and 16 Directives) 
== Laws ==
Laws can permanently change the rules of the game. If enacted, players resolve the outcome and place the agenda card either in the common play area or in a player’s play area, as dictated by the card.
Name 	Elect (if applicable)	Effect
Anti-Intellectual Revolution 	- 	FOR : After a player researches a technology, they must destroy 1 of their non-fighter ships.
Anti-Intellectual Revolution 	- 	AGAINST : At the start of the next strategy phase, each player chooses and exhausts 1 planet for each technology they own.
Classified Document Leaks 	Scored
Secret
Objective	When this agenda is revealed, if there are no scored secret objectives, discard this card and reveal another agenda from the top of the deck. 
The elected secret objective becomes a public objective; place it near the other public objectives in the common play area.
Committee Formation 	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.
Conventions of War 	- 	FOR : Players cannot use BOMBARDMENT against units that are on cultural planets.
Conventions of War 	- 	AGAINST : Each player that voted "Against" discards all of their action cards.
Core Mining 	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.
Demilitarized Zone 	Cultural
Planet 	Attach this card to the elected planet's card. Then, destroy all units on that planet.
Player's units cannot land, be produced, or be placed on this planet.
Enforced Travel Ban 	- 	FOR : Alpha and beta wormholes have no effect during movement.
Enforced Travel Ban 	- 	AGAINST : Destroy each PDS in or adjacent to a system that contains a wormhole.
Executive Sanctions 	- 	FOR : Each player can have a maximum of 3 action cards in their hand.
Executive Sanctions 	- 	AGAINST : Each player discards 1 random action card from their hand.
Fleet Regulations 	- 	FOR : Each player cannot have more than 4 tokens in their fleet pool.
Fleet Regulations 	- 	AGAINST : Each player places 1 command token from their reinforcements in their fleet pool.
Holy Planet of Ixth 	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.
Homeland Defense Act 	- 	FOR : Each player can have any number of PDS units on planets they control.
Homeland Defense Act 	- 	AGAINST : Each player destroys 1 of their PDS unit.
Imperial Arbiter 	Player 	The elected player gains this card.
At the end of the strategy phase, the owner of this card may discard this card to swap 1 of their strategy cards with 1 of another player's strategy cards.
Minister of Commerce 	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.
Minister of Exploration 	Player 	The elected player gains this card.
When the owner of this card gains control of a planet, they gain 1 trade good.
Minister of Industry 	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.
Minister of Peace 	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.
Minister of Policy 	Player 	The elected player gains this card.
At the end of the status phase, the owner of this card draws 1 action card.
Minister of Sciences 	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.
Minister of War 	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.
Prophecy of Ixth 	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.
Publicize Weapon Schematics 	- 	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.
Publicize Weapon Schematics 	- 	AGAINST : Each player that owns a war sun technology discards all of their action cards.
Regulated Conscription 	- 	FOR : When a player produces units, they produce only 1 fighter and infantry for its cost instead of 2.
Regulated Conscription 	- 	AGAINST : No effect.
Representative Government (TI4)	- 	FOR : Players cannot exhaust planets to cast votes during the agenda phase. Each player may cast 1 vote on each agenda instead.
Representative Government (TI4)	- 	AGAINST : At the start of the next strategy phase, each player that voted "Against" exhausts all of their cultural planets.
Research Team: Biotic 	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.
Research Team:
Cybernetic 	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.
Research Team: Propulsion 	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.
Research Team: Warfare 	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.
Senate Sanctuary 	Cultural
Planet 	Attach this card to the elected planet's card.
The influence value of this planet is increased by 2.
Shard of the Throne 	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.
Shared Research 	- 	FOR : Each player's units can move through nebulae.
Shared Research 	- 	AGAINST : Each player places a command token from their reinforcements in their home system, if able.
Terraforming Initiative 	Hazardous
Planet 	Attach this card to the elected planet's card.
The resource and influence values of this planet are increased by 1.
The Crown of Emphidia 	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.
The Crown of Thalnos 	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.
(Typo: The card itself says "The Crown of Thanlos," but rules referring to it use the correct name.)
Wormhole Reconstruction 	- 	FOR : All systems that contain either an alpha or beta wormhole are adjacent to each other.
Wormhole Reconstruction 	- 	AGAINST : Each player places a command token from their reinforcements in each system that contains a wormhole and 1 or more of their ships.
== Directives ==
Directives provide one-time game effects. When resolving a directive, players resolve the outcome that received the most votes and discard the agenda card.
Name 	Elect (if applicable) 	Effect
Archived Secret 	Player 	Elected player draws 1 secret objective.
Arms Reduction 	- 	FOR : Each player destroys all but 2 of their dreadnaughts and all but 4 of their cruisers.
Arms Reduction 	- 	AGAINST : At the start of the next strategy phase, each player exhausts each of their planets that have a technology specialty.
Colonial Redistribution	Non-Home Planet Other Than Mecatol Rex	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.
Compensated Disarmament	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.
Economic Equality 	- 	FOR : Each player returns all of their trade goods to the supply. Then, each player gains 5 trade goods.
Economic Equality 	- 	AGAINST : Each player returns all of their trade goods to the supply.
Incentive Program 	- 	FOR : Draw and reveal 1 stage I public objective from the deck and place it near the public objectives.
Incentive Program 	- 	AGAINST : Draw and reveal 1 stage II public objective from the deck and place it near the public objectives.
Ixthian Artifact 	- 	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.
Ixthian Artifact 	- 	AGAINST : No effect.
Judicial Abolishment 	Law 	When this agenda is revealed, if there are no laws in play, discard this card and reveal another agenda from the top of the deck.
Discard the elected law from play.
Miscount Disclosed 	Law 	When this agenda is revealed, if there are no laws in play, discard this card and reveal another agenda from the top of the deck.
Vote on the elected law as if it were just revealed from the top of the deck.
Mutiny 	- 	FOR : Each player who voted "For" gains 1 victory point.
Mutiny 	- 	AGAINST : Each player who voted "For" loses 1 victory point.
New Constitution 	- 	When this agenda is revealed, if there are no laws in play, discard this card and reveal another agenda from the top of the deck.
New Constitution 	- 	FOR : Discard all laws in play. At the start of the next strategy phase, each player exhausts each planet in their home system.
New Constitution 	- 	AGAINST : No effect.
Public Execution 	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.
Seed of an Empire 	- 	FOR : The player with most victory points gains 1 victory point.
Seed of an Empire 	- 	AGAINST : The player with the fewest victory points gains 1 victory point.
Swords to Plowshares 	- 	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.
Swords to Plowshares 	- 	AGAINST : Each player places 1 infantry from their reinforcements on each planet they control.
Unconventional Measures	- 	FOR : Each player that voted "For" draws 2 action cards.
Unconventional Measures	- 	AGAINST : Each player that voted "For" discards all of their action cards.
Wormhole Research 	- 	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.
Wormhole Research 	- 	AGAINST : Each player that voted "Against" removes 1 command token from their command sheet and returns it to their reinforcements.
== Prophecy of Kings Expansion ==
When playing with the Prophecy of Kings expansion, 13 of the Agendas listed above are removed from play. The majority of these are reimplemented in the game as Exploration cards or relics. 
The Expansion added 13 New Agenda cards; thus keeping the total number of Agenda Cards at 50. 
=== Removed Agendas ===
* Core Mining
* Demilitarized Zone 
* Holy Planet of Ixth 
* Representative Government (Replaced by card of the same name) 
* Research Team: Biotic 
* Research Team: Cybernetic 
* Research Team: Propulsion
* Research Team: Warfare 
* Senate Sanctuary 
* Shard of the Throne 
* Terraforming Initiative 
* The Crown of Emphidia 
* The Crown of Thalnos 
=== New Agendas ===
Name 	Type 	Elect (if applicable)	Effect
Articles of War 	LAW 	- 	FOR : All mechs lose their printed abilities except for SUSTAIN DAMAGE.
Articles of War 	LAW 	- 	AGAINST : Each player that voted "For" gains 3 trade goods.
Checks and Balances 	LAW 	- 	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.
Checks and Balances 	LAW 	- 	AGAINST : Each player readies only 3 of their planets at the end of this agenda phase.
Nexus Sovereignty 	LAW 	- 	FOR : Alpha and beta wormholes in the wormhole nexus have no effect during movement.
Nexus Sovereignty 	LAW 	- 	AGAINST : Place a gamma wormhole token in the Mecatol Rex system.
Political Censure 	LAW 	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.
Representative Government (POK)	LAW 	- 	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.
Representative Government (POK)	LAW 	- 	AGAINST : At the start of the next strategy phase, each player that voted "Against" exhausts all of their cultural planets.
Search Warrant 	LAW 	Player 	The elected player gains this card and draws 2 secret objectives. 
The owner of this card plays with their secret objectives revealed.
 	 	 	
Armed Forces Standardization 	DIRECTIVE	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.
Clandestine Operations 	DIRECTIVE	- 	FOR : Each player removes 2 command tokens from their command sheet and returns those tokens to their reinforcements.
Clandestine Operations 	DIRECTIVE	- 	AGAINST : Each player removes 1 command token from their fleet pool and returns that token to their reinforcements.
Covert Legislation 	DIRECTIVE	- 	When this agenda is revealed, the speaker draws the next card in the agenda deck but does not reveal it to the other players. Instead, the speaker reads the eligible outcomes aloud (for, against, elect player, etc.); the other players vote for these outcomes as if they were outcomes of this agenda, without knowing their effects.
Galactic Crisis Pact 	DIRECTIVE	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.
Minister of Antiques 	DIRECTIVE	Player 	The elected player gains 1 relic.
Rearmament Agreement 	DIRECTIVE	- 	FOR : Each player places 1 mech from their reinforcements on a planet they control in their home system.
Rearmament Agreement 	DIRECTIVE	- 	AGAINST : Each player replaces each of their mechs with 1 infantry from their reinforcements.
Research Grant Reallocation 	DIRECTIVE	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.
==FAQ==
Q: When a “Research Team” agenda that is attached to a planet is used to ignore a prerequisite, is the planet exhausted?
A: No. The agenda is exhausted to ignore the prerequisite, not the planet.
Q: If the “Classified Document Leaks” agenda is discarded, what happens?
A: The secret objective remains in play (i.e. players who scored it do not lose the point) but it is no longer a public objective and thus cannot by scored by any additional players. Additionally, it does not count toward the secret objective total of the player who originally owned it
Q: Does the “Enforced Travel Ban” agenda prevent “Space Cannon” usage through wormholes?
A: No. “Enforce Travel Ban” does not prevent “Space Cannon” usage.
Q: During a revote initiated by the “Miscount Disclosed” agenda, does the law that is being voted on remain active and in play?
A: Yes, the law that is being voted on because of “Miscount Disclosed” remains in play during the revote.
Q: If there is an ‘A’ wormhole on Mecatol Rex when the “Ixthian Artifact” agenda causes units in adjacent systems to be destroyed, does the "Quantum Entanglement" ability cause the Ghost of Creuss faction to lose units in a system that contains a ‘B’ wormhole?
A: No. Only the Creuss treats those systems as adjacent.
Q: When units are destroyed by the “Ixthian Artifact” agenda, in what order are they destroyed?
A: Units destroyed by “Ixthian Artifact” are destroyed simultaneously
Q: Can the “Colonial Redistribution” agenda elect a planet that is already the target of “Demilitarized Zone,” and if so, can the chosen player place infantry to take control of the planet?
A: Both agendas may target the same planet. However, in that situation, infantry cannot be placed on the elected planet, so it remains under the control of its original owner.
Q: When the “Holy Planet of Ixth,” “Shard of the Throne,” or “The Crown of Emphidia” agendas are repealed, does the player who owns them lose a victory point?
A: No, the player who gained a victory point from these agendas can only lose that point through the effect stated on the card. If the card is discarded in any other way, such as the “Repeal Law” action card, the point is not lost.
Q: Is the trigger for the “Minister of War” agenda card’s ability “performing an action”?
A: Yes. Performing any action is the trigger for the remainder of the “Minister of War” agenda card’s ability.
Q: How does the Agenda "Publicize Weapon Schematics" affect the Embers of Muaat's War Suns?
A: Prototype War Sun I is considered a war sun but is a printed unit not a war sun technology. Thus, a vote of "For" would mean that it would lose the Sustain Damage ability but other players would not be able to ignore war sun prerequisites. A vote of "Against" would not affect the Muaat player. The agenda plays as normal if the Muaat player has researched Prototype War Sun II.
Q: If the agenda "Shared Research" passes as against, does a player place a Command Token in their home system if they do not control planets in their home system?
A: A home system is always that player's home system meaning they still do place a command counter in that system even though they do not control it
__FORCETOC__