Races

In Twilight Imperium Second Edition there are 6 races to choose from (+2 with the Hope's End Expansion) when starting the game, each with their own special abilities and unique advantages 
== The Barony of Letnev ==
=== Abilities ===
* Ground Forces always fight at +2 
* If not in an active Trade Agreement, may not vote during the Political Phase
TI2RepsLetnev.jpg
== The Emirates of Hacan ==
=== Abilities ===
*No player can refuse to trade with the Hacan
*No player can willingly break a Trade Agreement with the Hacan
=== Notes ===
* Starts the Game with 2 Trade Agreements 
* Trade Agreements continue even if the Hacan is at war with their trading partners 
TI2RepsHacan.jpg
== The Federation of Sol ==
=== Abilities ===
* During the first Place New Units Phase, receive 1 free Ground Force on every planet you control 
* +1 Influence for each planet controlled outside your Home System
TI2RepsSol.jpg
== The Sardakk N'orr ==
=== Abilities ===
* Always fight at +1 
TI2RepsSardakk.jpg
== The Universities of Jol-Nar ==
=== Abilities ===
*May purchase Green, Blue and Yellow technology advances for only 20 Credits (Red Techs cost 40)
*Always fight at -1
TI2RepsJolNar.png
== The Xxcha Kingdom ==
=== Abilities ===
* May pay 5 credits to discard a Political card before the vote commences 
* +1 Influence for each active Trade Agreement in play
TI2RepsXxcha.jpg
== The Mentak Coalition ==
Introduced in the Hope's End Expansion 
=== Abilities ===
* Before any Space Combat, you may fire with up to 2 Cruisers. Any hits from such are removed by opponents without defense.
* During the Economy Phase, you receive 1 Credit for every active Trade Agreement in play
TI2RepsMentak.png 
TI2Mentak.jpg 
== The Yssaril Tribes ==
Introduced in the Hope's End Expansion 
=== Abilities ===
* You may draw 2 Action cards every Economy Phase
* You may look at one other player's Action Cards during the Political Phase
TI2RepsYssaril.jpg 
TI2Yssaril.jpg